Level 1

Armor (Conjuration)
Range: 0
Saving Throw: None
Casting Time: 1 round
Area of Effect: The caster
Duration: 10 turns

By means of this spell, the wizard creates a magical field of force that serves as if it was scale mail armor (AC 6). Its effects are cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. It lasts until successfully dispelled or until the duration runs out.

Blindness (Illusion/Phantasm)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 2
Area of Effect: 1 creature
Duration: 10 turns

This spell blinds its target. A saving throw is allowed, and if successful there are no harmful effects. If a victim is blinded, he receives -4 to hit on his attack rolls, and has a 4 point Armor Class penalty.

Burning Hands (Alteration) Range: 0
Saving Throw: ½
Casting Time: 1
Area of Effect: The caster
Duration: Instant

When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3 + 20 points of fire damage. Those successfully saving vs. spell receive half damage.

Charm Person (Enchantment/Charm)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 1
Area of Effect: 1 person
Duration: 5 rounds

This spell affects any single person it is cast upon. The term "person" includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. A recipient who fails a saving throw vs. spell regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the Charm Person spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. No charmed creatures may leave the area or attack non-hostile targets.

Chill Touch (Necromancy)
Range: 0
Saving Throw: Neg.
Casting Time: 1
Area of Effect: The caster
Duration: 1 turn

When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 THAC0 modifier.
Chromatic Orb (Evocation)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 1
Area of Effect: 1 creature
Duration: Special

This spell causes a 4-inch-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who cast the spell. A 1st-level sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level sphere deals 1-8 damage and burns the victim. A 4th-level sphere deals 1-10 damage and blinds the target for 1 turn. A 5th-level sphere deals 1-12 damage and stuns the target for 3 rounds. The 6th-level sphere deals 2-16 damage and causes weakness in the victim. The 7th-level sphere deals 2-16 damage and paralyzes the victim for 2 turns. A save against this spell negates both the damage and the other effects.

Color Spray (Alteration)
Range: 0
Saving Throw: Neg.
Casting Time: 1
Area of Effect: 5' x 20' x 20' wedge
Duration: Instant

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures in the area must make a saving throw vs. spells or be rendered unconscious.

Find Familiar (Conjuration/Summoning)
Range: 0
Saving Throw: Special
Casting Time: 1 round
Area of Effect: 1 familiar
Duration: Special

This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he has no control over what sort of creature answers the summoning, if any come at all. (Note: This spell may only be cast by the protagonist.) The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total hit points as bonus hit points. However, the caster must take care to treat his familiar good, for if the familiar should die, the caster loses the bonus hit-points and half the familiar's hit-points again as damage. The caster also loses 1 point of constitution permanently. Example: A mage has 12 hit points and casts Find Familiar. The imp summoned has 18 hit points, so the caster gets a bonus of 9 hit points. If the familiar dies, the caster loses those 9 points bringing him back to 12. The caster takes 9 damage and loses a point of constitution permanently, and any hit points gained from it.

Friends (Enchantment/Charm)
Range: 0
Saving Throw: Special
Casting Time: 1
Area of Effect: The caster
Duration: 1d4 rounds + 1 round/level

A Friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Those who view the caster tend to be very impressed with the spell caster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead.

Grease (Conjuration)
Range: 10 yards
Saving Throw: Special
Casting Time: 1
Area of Effect: 15-foot radius
Duration: 3 rounds + 1 round/level

A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip and skid, unable to move. Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. Identify (Divination)
Range: 0
Saving Throw: None
Casting Time: Special
Area of Effect: 1 item
Duration: 1 round/level

When an Identify spell is cast, the magical item subsequently touched by the wizard can be identified. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.

Infravision (Divination)
Range: 0
Saving Throw: None
Casting Time: Special
Area of Effect: 1 creature
Duration: 10 turns

The recipient of this spell gains the ability to see with infravision, just as an elf or dwarf.

Larloch's Minor Drain (Necromancy)
Range: Sight of caster
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: Instant

With this spell, the wizard drains the life force from a target and adds it to his own. The target creature suffers 1-4 damage, while the wizard gains 1-4 hit points. If the wizard goes over his maximum hit point total with this spell, he loses them after 1 turn.

Magic Missile (Evocation)
Range: Sight of caster
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: Instant

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level.

Protection from Evil (Abjuration)
Range: Touch
Saving Throw: None
Casting Time: 1
Area of Effect: The Caster
Duration: 10 rounds

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Protection from Petrification (Abjuration)
Range: 0
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: 3 rounds/level

This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.

Reflected Image (Illusion/Phantasm)
Range: 0
Saving Throw: None
Casting Time: 1
Area of Effect: The Caster
Duration: 3 rounds + 1 round/level

Upon casting this spell the wizard creates 1 image of himself that will travel along beside him. The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard they will not know which one is real. The image will disappear with a successful dispel magic, when attacked or when the spell duration runs out.

Shield (Evocation)
Range: 0
Saving Throw: None
Casting Time: 1
Area of Effect: The Caster
Duration: 5 turns

When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the caster's Armor Class to 4 against normal weapons, and 2 against missile weapons.

Shocking Grasp (Alteration)
Range: Touch
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: Special

When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1-10 damage to the creature. The wizard only has one charge, and once an opponent has been touched the spell's energies have been used. The spell always hits unless the mage is disrupted.

Sleep (Enchantment/Charm)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 1
Area of Effect: Special
Duration: 5 rounds/level

When a wizard casts a Sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within 30 feet of each other. Creatures in the area of effect must make a saving throw at a -3 penalty or fall asleep. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is deter-mined by the spellcaster. Magically sleeping opponents can be attacked with substantial bonuses.

Spook (Illusion/Phantasm)
Range: 30 feet
Saving Throw: Neg.
Casting Time: 1
Area of Effect: 1 creature
Duration: 3 rounds

A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a maxi-mum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.