Fun First Level Spells

    Presented below are new first level Sorcerer and Wizard spells for each of the schools of magic. These spells have longer durations than most spells of their level, allowing a first level Sorcerer or Wizard to contribute to combat with a single casting of a spell for multiple rounds. These spells grow less useful the more powerful the caster becomes, but at low levels they can be invaluable. 

 

3.5 Open Game Content

 

A first level sorcerer or wizard is able to crush the concept of impossibility in her schooled hands. But that still leaves a player with nothing to do after three rounds but back away from combat another sixty feet.

    First level characters are fragile and limited creatures. Short is the stage in Dungeons and Dragons that a couple of goblins pose a moderate threat. And no one is in as much danger from the small goblinoids as the party’s sorcerer and wizard. Even most light weapons wielded by an adequately capable opponent could kill a sorcerer or wizard with a single blow.  

    The further problem with the first level sorcerer and wizard is that they truly have a finite usefulness in combat and adventuring situations. There are plenty of reasons for this: they’ve spent so long studying their arts that they didn’t have time for skills and weapon proficiencies; they will be the most powerful classes at higher levels at the expense of being the weakest classes at lower levels; the power of the spells that they can unleash even at first level overshadows what any other class can do.  

    First level warriors and rogues can continually se their class features round after round. A druid’s animal companion gives his player something to do when his spells are tapped, as does a cleric’s weapon and armour proficiency. A bard can contribute to combat after buffing the party, thanks to the five round duration of bardic music, giving the player several options each round. And it is here we find our answer.  

NEW SPELLS

 

Abjuration

Shield of Missiles: Arrows, bolts, or darts orbit you, provide deflection bonus.

 

Conjuration  

Blanket of Glass: Summons a 5ft square of glass shards that act as caltrops and can be moved around.

 

Divination

Detect Reinforcements: Reveals approaching aggressors within 100ft.

 

Enchantment

Fan the Flames: Target attacks the ally of your choice.

 

Evocation

Pain Balls: Caster summons tiny spheres that cause 1d2 damage on a successful touch attack.  

 

Illusion

Goad Toad: Summon an illusionary toad that provokes attacks.

 

Necromancy

Fever: Subject becomes fatigued, then sickened.

 

Transmutation

Arms of a Warrior: For three rounds, caster gains bonus to AC and Strength, and a longsword of magical force.

 

Arms of a Warrior
Transmutation
Level: Sor/Wiz 1
Components: S
Casting Time: 1 immediate action 
Range: Personal
Target: You 
Duration: 3 rounds

With the utterance of a single word, your muscles grow, your skin thickens, and a longsword of force appears in your hand. The spell grants you a +2 bonus to Strength, +2 bonus to AC, and a longsword in your free hand. If you do not have a free hand, it is sheathed at your side. This spell does not allow you to wield a longsword if you otherwise couldn’t (such as if the caster shares the spell with her familiar).

As an immediate action, this spell can be used before an attack of opportunity.

 


Blanket of Glass
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft. square
Duration: Concentration or 1 round/level (D)
Saving Throw: None
Spell Resistance: No

A blanket of glass spell covers a solid surface with jagged glass shards. Any creature in or entering the area risks getting his foot stabbed. The blanket of glass makes an attack against the creature (base attack bonus equal to your spellcasting ability modifier, intelligence for a wizard, charisma for a sorcerer).  For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the blanket of glass succeeds on the attack, it deals 1 point of damage/caster level, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a blanket of glass. Any creature moving at half speed or slower can pick its way through a blanket of glass with no trouble.

 

Material Component
A piece of glass, or item made of glass weighing at least 2 ounces.

 


Detect Reinforcements
Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 100ft radius
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None 
Spell Resistance: Yes

 

You can detect the approach of enemies. You are immediately aware of anyone other than your allies entering or exiting the area you are detecting. This includes flying creatures, burrowing creatures, and creatures on the other side of solid barriers like walls and doors. It does not give you their exact location nor does it give you the number of enemies still within the area, only the arrival or departure of enemies in the space.

 


Fan the Flames
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: Concentration 
Saving Throw: Will negates
Spell Resistance: Yes

 

This charm makes a humanoid creature attack one of your allies of your choosing. The target must have already made an attack against your party in the last minute that need not have successfully hit. You designate which of your allies the creature attacks. You must designate an ally within range of the attacker with the weapon he currently wields or a spell he is able to cast this round. If he cannot make the attack, for example if he is yielding an axe and can not reach his target to make a melee attack, the spell is broken.

Once per round as a standard action, you may designate a new ally of yours for the creature to attack. Doing so entitles the target to a new Will save. 

 


Fever
Necromancy
Level: Sor/Wiz 1 
Components: V, S, M 
Casting Time: 1 standard action 
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 3 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

This spell causes a creature’s body temperature to rise above comfort levels, first fatiguing and then sickening the target, according to the chart below.

Round              Condition

1                                          Fatigued

2                                               Sickened

3                        Fatigued

Material Component
A damp cloth

Goad Toad
Illusion (Figment) [mind-affecting]
Level: Brd 1, Drd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action 
Range: Medium (100 ft. + 10 ft./level) 
Effect: Visual figment of a toad
Duration: Concentration 
Saving Throw: Will, Will disbelief (if interacted with) 
Spell Resistance: No

This spell creates the image of a toad hopping around the battlefield. Any enemy that comes within 5 ft of the toad must make a Will save or be overcome by the need to smash, squash, and otherwise crush the amphibian illusion. Their next round, they must make an attack on the toad’s square. If they are able to make multiple attacks in a round, they need only use one attack on the toad. Once this attack is made, they are entitled to a second Will save to disbelieve the illusion. They attack the toad as long as it is within 5 ft, until they successfully pass the Will save, or the toad is dismissed.

Pain Balls
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Effect: 1d3 1-ft.-diameter spheres
Duration: 5 rounds
Saving Throw: None
Spell Resistance: Yes

Pain balls are small spheres of force that whip around an area at your command, damaging anything they contact. Each pain ball makes a touch attack against its target, dealing 1d2 damage on a successful hit. Pain balls may move up to thirty feet in a round to make further attacks.

Shield of Missiles
Abjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Arrows, bolts, darts, shuriken (see text)
Duration: 1 min. (D)

Shield of Missiles makes the target ammunition (arrows, bolts, darts, shuriken, etc) orbit around you. You may target up to 2 + 1/caster level (max 5) of the same or different types of ammunition with a single casting. You receive a deflection bonus to AC equal to the number of pieces of ammunition currently in orbit around you (multiple castings of shield of missiles don’t stack). Once per round, as a standard action, you may expend one of the pieces of ammunition to make a ranged attack. Regardless of type, it has a range increment of 30ft, and you are considered proficient in the attack. The ammunition deals its normal damage. Target ammunition must be designed for a creature of your size or up to one size category larger. Ammunition not expended by the end of the spell falls harmlessly to the ground, and may be used normally. You can not target ammunition not in your possession.

Jefferson Thacker

Before Perram joined Know Direction as the show’s first full time co-host, the podcast could have best been describe as a bunch of Pathfinder RPG stuff. Perram brings a knowledge of and love for Golarion to Know Direction, something any Pathfinder podcast is lacking without. On top of being a man on the pulse of the Pathfinder campaign setting, Perram is the founder of the superlative site for Pathfinder spellcasters, Perram’s Spellbook, a free web application that creates customized spell cards.

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