This spell enables the wizard to cause nonmagical fires in the area of effect to reduce in size and brightness to become mere coals, or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. This doesn't affect fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until you cancel it, all fuel is burned, or the duration expires. You can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.
When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat--anything larger than about 1/2 cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases.
With this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The armor doesn't hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.
When this spell is cast, the wizard causes a volume of sound to arise, at whatever distance they desire (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster, and each level of experience allows an additional four men's worth of noise, beginning at four. The auditory illusion created by this spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats is about the same volume as 8 men running and shouting
When the wizard casts this spell, a jet of searing flame shoots from their fingertips. Your hands must be held so as to send forth a fanlike sheet of flames: the thumbs must touch each other, and the fingers must be spread. The spell sends out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of you. Any creature in the area of the flames suffers 1d3 points of fire damage, plus 2 points for each level of experience, to a maximum of 1d3+20 points. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn. Such materials can be extinguished in the next round if no other action is taken.
Cantrips are minor spells studied and practiced by wizards during their apprenticeship, regardless of school. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, can't affect the concentration of spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and can't be used as tools of any sort. Whatever manifestation the cantrip takes, it remains in effect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten dreary lives. Common tricks with cantrips include tinklings of ethereal music, brightening faded flowers, glowing balls, puffs of wind, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell, it's a tool to make housekeeping and entertaining simpler.
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