1st Level
Alarm
Animate Rope
Arcane Aura
Charm Person
Comprehend Languages
Enlarge
Erase
Expeditious Retreat
Hold Portal
Hypnotism
Identify
Magic Missile
Magic Weapon
Reduce
Sleep
Spider Climb
2nd Level
Arcane Bolt
Arcane Lock
Blindness/Deafness
Bull's Strength
Cat's Grace
Darkvision
Invisibility
Knock
Levitation
Locate Object
Obscure Object
See Invisibility
Shatter
Tasha's Hideous Laughter
3rd Level
Clairaudience/Clairvoyance
Dispel Magic
Explosive Runes
Fireball
Fly
Greater Magic Weapon
Haste
Hold Person
Keen Edge
Lightning Bolt
Nondetection
Protection from Elements
Secret Page
Shrink Item
Slow
Suggestion
Tongues
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Wizardry
The "general" school of magic, practiced by the majority of mages in Talislanta.
Arcane Aura
Abjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell creates an aura of arcane force, surrounding the caster with a faint yellow light. It stops 4 points of damage per level (maximum 40 pts). Only one aura can be active at once. Casting another one on top of an existing aura leaves the strongest aura in place. The aura only stops physical or magical damage, not gas or other magical effects.
Arcane Bolt
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close
Targets: one creature or object
Duration: Instantaneous
Saving Throw: see text
Spell Resistance: Yes
This spell fires a blast of arcane force at one target, doing 1d4/level (maximum of 10d4). The caster must succeed at a ranged attack roll to hit (Reflex save for half).
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