Seekers of the Misty Isle
0 Level Wizard Spells
Acid Splash: Orb deals 1d3 acid damage.
Amanuensis: Copy non-magical text.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Attract Eyes: Cause target to look at you.
Caltrops: Creates caltrops in 5′ × 5′ square + 5’ square / 2 levels (max 5).
Candlelight: Object touched gives off candlelight.
Chalkboard: Creates intangible floating chalkboard.
Cleaning: Cleans solid 5’ area as if by soap and water.
Coin of the Realm: Gives pebble appearance of a gold coin.
Dancing Lights: Creates torches or other lights.
Daydream: Distracts creature; giving -2 to skill checks.
Daze: Humanoid creature of 4 HD or less loses next action.
Deftness: Grants creature +2 insight bonus to next skill check.
Depilatory: Removes hair.
Detect Ghost: Reveals ghosts within 60’.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Disrupt Ectoplasm: Deals 1d6 damage to ectoplasm.
Disrupt Undead: Deals 1d6 damage to one undead.
Dry: Dries harmless fluids from a wet creature or object.
Electric Jolt: Ranged Touch attack deals 1d3 electricity damage.
Eyes Open: Target creature gains +4 bonus against sleep effects.
Flag: Creates illusory flag or banner.
Flare: Dazzles one creature ( -1 on attack rolls).
Fleeting Fame: Gain +2 bonus to Bluff, Diplomacy or Intimidate.
Footpads Grace: Gain +3 bonus to Move Silently.
Foraging Charm: Know location of nearest vegetable food source.
Gasp: Target inhales deeply, as if short of breath.
Ghost Sound: Figment sounds.
Glittering Razors: Bladed objects gain a +1 bonus to damage for next attack.
Grope: Telekinesis similar to physical touch.
Groundsmoke: Natural smoke dissipates into the ground 6" from its source.
Heat Water: Up to 2 pints of a liquid in a container are heated up.
Jolt: Creature must succeed at a Fortitude save or drop any items held.
Launch Bolt: Launches crossbow bolt up to 80’.
Launch Item: Hurls fine item up to medium range.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Mirror: Create 1’ square mirrored surface.
Necrosurgery: Grants +2 bonus to save against existing disease.
No Light: Prevents normal light from illuminating.
Nosy Neighbor: Gain +1 bonus to listen checks.
Open or Close: Opens or closes small or light things.
Perfect Pitch: Gain +2 bonus to next Perform (any music) check.
Phantasmal Whisperer: A message races to your intended recipient.
Preserve Ectoplasm: Prevents ectoplasm from fading away.
Preserve Organ: Protects one detached organ from decay for 24 hours.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Repair Minor Damage: Repairs 1 point of damage to any construct.
Resistance: Subject gains +1 on saving throws.
Resize: Alter size of one piece of non-magical clothing or armor.
Seekers Chant: Gain +1 to search, but lose -2 to move silently.
Servants Guise: Subtley alter clothing and equipment’s appearance.
Shadowplay: Alter a creature or object’s natural shadow.
Silent Portal: Negates sound from door or window.
Slash Tongue: Subject takes –1 penalty on attacks, saves and checks for 1 round.
Slave Scent: Reveals if target is a slave or a free person.
Sonic Snap: Subject takes 1 point of sonic damage and deafened for 1 round.
Spot Invisible: Catch momentary glimpse of invisible creature.
Stench: Create terrible smell in 10’ radius.
Stick: Glues an object weighing 5 lb. or less to another object.
Suitengus Surge: Target loses next attack of opportunity.
Touch of Fatigue: Touch attack fatigues target.
Unnerve: Creature of 3 or less HD become shaken.
Unnerving Gaze: Subject takes -1 morale penalty to attack rolls.
Vengeful Mount: Causes animal to shy away from riders or handlers.
Yell: Grants listerners +10 bonus to Listen checks to hear your message.
Zap Trap: Creates small rune that shocks target for 1 point of electricity damage.