![](https://files.d20.io/images/139131270/S7EqM_Lx6GNjPtf0IBlafw/thumb.jpg?1590752789067)
&{template:2Espell}{{title=@{selected|token_name}
casts Affects Normal Fires}}{{splevel=Level 1 Wizard}}{{school=Alteration,
Elemental Fire}}{{components=V, S, M}}{{time=[[1]]
segment}}{{range=[[({@{selected|level}}*5)]]
feet/yards}}{{duration=[[({@{selected|level}}*2)]] rounds}}{{aoe=10 feet
radius}}{{save=None}}
This spell enables the wizard to cause non-magical
fires--from as small as a torch or lantern to as large as 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 does not affect either 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 the caster cancels it, all fuel is burned, or the
duration expires. The caster can also extinguish all flames in the area, which
expends the spell immediately. The spell does not affect fire elementals or
similar creatures.
&{template:2Espell} {{title=@{selected|token_name}
casts Alarm}} {{splevel=Wizard level 1}} {{school=Abjuration,
Invoc/Evoc}}{{components=V, S, M}} {{time=[[1]] round}}{{range=[[10]]
feet/yards}}{{duration==[[({@{selected|level}}*.5+4)]] hours}}{{aoe=Up to 20 ft
cube}} {{save=No Save}}{{effects=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. The sound lasts for one round and
then ceases. Ethereal or astrally projected creatures do not trigger an alarm,
but flying or levitating creatures, invisible creatures, or incorporeal or
gaseous creatures do. The caster can dismiss the alarm with a single word. The
material components of this spell are a tiny bell and a piece of very fine
silver wire.}}
&{template:2Espell} {{title=@{selected|token_name}
casts Alter Instrument}} {{splevel=Bard level 1}}
{{school=Alteration}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[0]]
feet/yards}}{{duration=[[({@{selected|level}}*1)]] Turn/s}}{{aoe=1 instrument}}
{{save=No Save}}{{effects=By using this spell, the caster can transform one
musical instrument into another of similar size and equal value. Any hand-held
instrument can be altered into any other handheld instrument. However, in order
to obtain a large instrument, such as a base harp, organ, or any other
instrument that is too large or heavy to be easily carried, the spellcaster
must start with an equally large instrument. The value of the new instrument is
identical to the original. A golden recorder will generate a silver plated
lute, a child's drum will generate a nonfunctional lyre, etc. Bards use
this spell to save both money and equipment carried. It is a lot cheaper to buy
a single instrument and alter it when another is needed than to buy every
instrument that might be required. This also saves a lot of space in one's
backpack. If the instrument the caster wishes to alter is being carried or
played by another character, a successful attack roll against the opponent's
Armor Class must be made in order to touch the instrument. }}
&{template:2Espell} {{title=@{selected|token_name}
casts Armor}} {{splevel=Wizard level 1}} {{school=Conjuration}}{{components=V,
S, M}}{{time=[[1]] round}}{{range=[[0]] feet/yards}}{{duration=Special}}{{aoe=1
creature}} {{save=No Save}}{{effects=a magical field
of force that serves as if it were scale mail armor (AC 6). Not cumulative with
the shield spell. Add Dex bonus and, in the case of warrior/wizards, shield
bonus.It lasts until successfully
dispelled or until the wearer sustains cumulative damage totaling greater than
[[8+@{selected|level}]] hit points. It is important to note that the armor does
not absorb this damage. The armor merely grants an AC of 6; the wearer stills
suffers full damage from any successful attacks.}}