Spell list
This post is for your spell list, and descriptions of those spells.
As discussed, you don't need to stick rigidly to this. Hopefully I've provided a good selection that you can use as a base for the sort of things you can pull off, as we discussed.
If we meet other players, you will need to use spells as listed here for the sake of fairness.
I've put (conj) next to the conjuration spells as you're stronger in these.
Level 0 (cantrips)
These are the most basic of all spells that are of only limited use. Apprentices begin with this sort of spell.
Acid Splash (conj) - orb of acid, 1d3 damage
Detect Magic - 60ft range
Read Magic
Mage Hand - telekinesis up to 5lbs of weight
Mending - minor repairs on one object
Arcane Mark - inscribes a personal rune
Level 1
Mage Armour (conj) - magical force grants subject +4 armour bonus
Obscuring Mist (conj) - fog surrounds you
Disguise Self - change your appearance
Feather Fall - objects or creatures fall slowly
Blades of Fire - your melee weapon deals +1d8 fire damage for one round
Shieldbearer - Shield floats near subject to offer protection
Level 2
Arcane Lock - magically lock door or chest
Summon Swarm (conj) - summons swarms of vermin
Web (conj) - Fill 20ft radius with sticky webs
Invisibility - Makes subject invisible for 1min/level or until it attacks
Knock - open magically locked or sealed door or chest
Lively Step - You and allies move faster
Level 3
Dispel Magic
Hold Person - paralyze one person for 1round/level
Sleet Storm (conj) - Hampers vision and movement
Flame Arrow - Arrows deal +1d6 fire damage
Level 4
Summon Monster IV (conj) - call creature to fight for you
Arcane Eye - invisible floating eye moves 30ft/round
Dimension Door (conj) - teleports you short distances
This message was last edited by the GM at 21:15, Mon 03 Aug 2009.