Verris's Spellbook
0-Level, DC 12 to save, 4/day
Resistance: Subject gains +1 on saves
Acid Splash: Deal 1d3 acid dmg.
Detect Poison: detect poison in creature or place
Detect Magic: detect spells and items w/in 60 ft
Read Magic: Read scrolls and spellbooks
Daze: Humanoid of 4 HD or less loses next action
Dancing Lights: Creates torches or lights
Flare: Dazzles one creature (-1 on atk. rolls)
Light: Object shines like a torch
Ray of Frost: deal 1d3 cold damage
Ghost Sound: figment sounds
Disrupt Undead: deal 1d6 dmg. to one undead
Touch of Fatigue: touch atk. fatigues target
Mage Hand: 5 lb. telekinesis
Mending: Make minor repairs on an object
Message: whispered conversation at a distance
Open/Close: open or close small or light things
Arcane Mark: inscribes a personal rune (visible or invisible)
Prestidigitation: performs small tricks
1st Level Spells, DC 13 to save, 3/day
Unseen Servant: invisible force obeys you
Burning Hands: 1d4 fire dmg/lvl (max 5d4)
Magic Missile: 1d4+1 dmg; +1 missile per two levels above 1st (max 5)
Shocking Grasp: touch for 1d6/lvl electric dmg (max 5d6)
Cause Fear: one creature of 5 HD or less flees for 1d4 rounds
Mage Armor: Gives subject +4 armor bonus.
Sleep: Puts 4 HD of creatures into magical slumber.