Thread for 2nd Level Spells

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 2nd Level Spells
Mab
7:16pm, January 01, 2004
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Here are the Second Level Spells

To make it easy. All the spells in this thread take 1 and a half months to learn unless otherwise stated in the spell.

***Note - If a character was regged with these spells prior to the magic system being put in place, it doesn't mean they've attained that level or can learn any more of that level until they go back and learn the previous levels starting with level 1 and working their way up.***


Edited 3:32pm, January 01 by Mab, author.
 Knights of The Rose
Steve
5:36pm, June 09, 2004
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Divine Hands 2: This is a more powerful version of the level 1 ability Healing Hands. This spell affects more serious wounds and as before the target must still be alive.

Edlritch Palm: This ability allows a Knight to channel his force of faith into a target to slow the effects of most posions and other toxins.


Holy Banish: Ever the terror of evil and foul things, the Knights of the Rose are capable of sending their foul minions back to them..in shambles. This spell allows the Knight to unravel the unholy magics that reanimate lesser undead..thus ending their reign of terror. (lesser undead = zombies, skeletons..things of that nature)

Edited 9:53pm, June 09 by Steve, author.
 Complete Alphabetical Listing of ALL level 2 spells
Kali
5:08pm, September 01, 2004
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Untitled


Acrobat
Level 2
Effects immediate
Duration: 10 seconds
This spell allows the subject to jump up to 15' feet in any
direction and Bounce as per the super ability. In addition, he/she also
temporarily has Acrobatics advantage. By use of this
spell, the subject can bounce off walls, swing on rope s, or do otherfeats. The subject can also perform an Acrobatic Dodge.

ALPHA'S ACID RAINSTORM
Level: 2
Range: 240 yards
Durations: Instantaneous
Area of Effect: 30' x 30' square
This spell, which functions only out of doors, causes thin streams of hissing violet acid to fall within its area of effect. The spell inflicts moderate to heavy damage. Characters under heavy cover which is not destroyed by the acid are fully shielded from the effects of the spell. The acid, once it strikes the ground, harmlessly disappears.

ALPHA'S BALL LIGHTNING
Level: 2
Range: 10 yards + 10 yards/level
Duration: untill dispelled, or the balls are thrown
Area of Effect: Special
The caster of this spell can create one to four spheres of glowing electrical energy. The spheres can be moved up to 120'/minute. Each ball is about 5' in diameter, and any creature(s) approaching within 5' will dissipate that ball's charge. Note that more than one creature approaching within 5' in a single round can be affected by the ball is that occurs.

ALPHA'S CHILL OF THE VOID
Level: 2
Range: 0
Duration: 4 minutes
Area of Effect: 20' wide path, 5'/level long
This spell brings forth a wave of preternatural cold, rolling forth from the caster's outstretched arms to the maximum area of effect. Its cold vacuum kills all normal vegetation in the area except for trees, which have a 50%-100% chance to survive . This cold inflicts a good portion of damage and the vacuum an additional damage to all living creatures within the area of effect. Vegetable and fungoid monsters suffer double damage from this spell.

ALPHA'S COMET
Level: 2
Range: 10' + 5'/level
Duration: Instantaneous
Area of Effect: Special
This spell creates a flaming missile with a trail of superheated noxious gases. The comet unerringly strikes one target, the impact causing moderate damage and the flames an additional bit of damage as well (you just got hit by a flaming rock). Furthermore, any creature within 5' of the comet's path will suffer light to moderate fire damage. Anyone who suffers damage from this spell is also considered to have been engulfed in the noxious fumes, and will suffer from coughing, choking, and blurred vision.

ALPHA'S DARKLIGHT
Level: 2
Range: 10 yards/level
Duration: 1 turn + 1 round/level
Area of Effect: 15' radius globe
This spell is exactly the same as the second level magic-user spell darkness 15' radius (q.v.), except in that the caster can see normally through the darkness so created as if in normal lighting conditions. Alternatively, the caster can bestow the visual benefits to another character. Note that the spell only allows normal vision through the darkness caused by the particular casting, and lends no benefit towards other darkness, either normal or magical.

ALPHA'S FIREFALL
Level: 2
Range: 10 yds/level
Duration: Special
Area of Effect: Special
The "fireworks" created by this spell are more along the lines of a geyser of brightly burning liquid fire, arching upwards approximately 60' into the air and raining down within a 30' area surrounding the perimeter of the basic fire source. All in this area of effect suffer fire damage. Further, a central prominence of flame is thrown upwards by this spell, and the caster may direct this column of fire at a single target within 60' of the fire source. This plume of fire will inflict massive damage to the victim.

ALPHA'S FLAMES OF THE FALTINE
Level: 2
Range: 0
Duration: 2 posts + 1 post per level higher
Area of Effect: Special
This spell sheathes the caster in hot yellow flames and blurs the caster's features somewhat, causing them to assume a smooth and somewhat indistinct shape, also turning a dark red color. The flames will appear to be present even coming out of the caster's eyes and mouth. These flames give the caster no special protection, but they do shed bright light in a 30' radius. Further- more, any creature striking the caster with a claw, bite, or similar attack or a hand-held weapon less than 5 feet long will suffer damage as though contacting a Wall of Fire spell. Undead suffer double damage, and creatures especially susceptible to flame may also take additional damage. Creatures passing within a 5' radius of the caster suffer light heat damage. By standing still and concentrating, the caster may extend this heat radiation, inflicting moderat damage within a 5' radius and light within a 10' radius, but this falls back to the usual level if the caster stops concentrating or resumes moving. The caster can attempt to destroy inanimate objects by touching them. Items on the caster's person at the time of the casting of this spell are unaffected by the flame. The caster may end this spell prematurely if desired.

Alpha's Flames of Falroth
Level 2
Effects immediate
Range: 10 yards
Duration instant
This spell conjures a black flame to surround a
single object or creature within range. This fire has exactly the
opposite effect of normal fire, in that it restores creatures or
objects burned to destruction by fire or acid to their original
state. This will not restore life to a person slain by a fireball,
but it will restore the body to full health, such that a raise dead
will bring the character back to full physical health (though an
amount of time equal to the time dead must be spent recovering from
the psychological shock).
The flames of Falroth are very hostile to ordinary fire. They may
be used as a fire extinguisher of sorts, and will extinguish a
10-foot cube of normal flame per post. Magical fire spells must
be checked as per dispel magic,
If cast at an elemental fire creature of any sort, the flames of
Falroth will automatically cause damage to that creature
A fire-using or dwelling creature that uses fire will not be harmed by the flames of Falroth,
but any external fire powers (fire breath, spells, immolation,
etc.) will cause only half normal damage, as their effectiveness is
mitigated by the flames.

ALPHA'S HEAT LIGHTNING
Level: 2
Range: 10 yards
Duration: Instantaneous
Area of Effect: One Creature
This spell calls down a bolt of reddish-purple lightning which strikes a single creature within range. The bolt inflicts enough damage to make a target that is unprotected magically suffer a overall sizzled sensation that will disorient them and burn the ends of their hair and turn the very top layer of their skin to black ash and cause them to go into a mild state of shock for the duration of their following post after being hit. Cold or water-based creatures suffer additional damage. All non-magical metal worn by the target may be fused to any nearby metal (sword fused to gauntlet, pieces of armor fused together, preventing movement).

ALPHA'S HUNTING PACK
Level: 2
Range: 30 yards
Duration: 4 posts
Area of Effect: Special
This spell summons into the caster's vicinity a pack of canines who will fight on behalf of the caster, if such is required. The composition of the pack will be as follows:
4-16 jackals 2-8 wolves
3-12 wild dogs 1-4 dire wolves
The pack will follow commands to the best of its ability, so long as they are relatively simple (attack, return, heel, etc.). The material component is a finely crafted silver or ivory hunting horn, which must be sounded during the casting of the spell.

ALPHA'S ICE BOLT
Level: 2
Range: 60 yards
Duration: Instantaneous
Area of Effect: Special
With this spell, the magic-user brings forth a shaft of solid ice 6 inches thick and 10 feet long. This missile hits with great force, moderately heavy damage from the impact alone.
The ice absorbs heat from the nearby air, and this causes cold damage to all within 5 feet of the bolt's path, and within a 10' radius of the target creature. The bolt shatters upon striking its target, and the victim will suffer additional damage from the fragmenting shards
Fire-using creatures take double damage from the cold caused by the bolt, while those resistant to cold take none. Both types of creatures suffer full damage from the bolt itself.
Water-based creatures in liquid form will suffer only moderate damage from the blow, and cannot be stunned, but they will automatically be slowed for a few minutes while their body warms back up.

ALPHA'S IMAGES OF IKONN
Level: 2
Range: 0
Duration: 3 posts/level
Area of Effect: 15' radius
The caster gains 1 mirror image and one additional mirror imager per level beyond level 2. These images can appear anywhere within 15' of the caster, and a blurring distortion effect occurs in the casting of this spell and for each following post by the caster, which prevents isolation of the true wizard for each of his/her posts, even if the wizard was successfully attacked in the previous post. Area effect attacks (Fireball, etc.) can still affect the caster even if his/her location is not known. If one of the mirror images is struck by a magic attack, the caster, in their following post can cast a saving dispel. If successful, the image will not be dispelled by the blow. If one of the mirror images is struck by a non-magical attack, that mirror image will be dispelled and the caster easier to find by attackers as a result.

ALPHA'S LIGHTWALL
Level:2
Range: 10 yards/level
Duration: 4 minutes / lvl
Area of Effect: 10' x 10' sq./level
This spell causes a wall of dazzling yellow-white light to come into being at any point within the range of the caster. Vision through the wall by any means is quite impossible, though it is negated by a darkness (q.v.) spell cast at it. When the wall first comes into being, all those within 10 feet of it who are not averting their eyes (thus a mage could warn his companions that he was about to cast this spell) can be temporarily blinded. The wall can, of course, be created smaller than the maximum size for the caster's level. The wall itself causes no damage to creatures passing through it. However, a character fighting someone with a lightwall directly behind him suffers a -1 on his or her chances to hit (note that this is cumulative with the dazzling effects described above). Similarly to the first level wall of darkness (q.v.) spell, sound is blocked by the lightwall, assuming that it does not allow sound waves to travel around the sides of it (as when cast outdoors, for example). It does not absorb sound or prevent spellcasting, it merely does not allow sound to pass through it (even if such sound is from a Horn of Blasting or a Shout spell). The material component is a clear gemstone or a sunstone worth not less than 100 g.p.

Alpha's Lucent Lance (Alteration)
Level 2
Effects immediate
Duration 30 minutes
Range: 10 yards
There must be some ambient light available in order for this
spell to work. The effectiveness of this spell is determined by
the amount of ambient light available. The wizard must
concentrate for a full round to focus the light into the lucent
lance, after which its energy may be released. The power of the
lance is such that it can carve through wood or soft metal up to
4 inches thick, stone up to 1 inch thick, or hard metal up to
.25 inch thick. The lucent
lance coalesces as a ball of light around the wizard's hand
and shoots forth until maximum
range is reached or until a sufficient thickness of material
blocks its progress.
The wizard's hand glows brightly while the spell is being cast
and while it is active.
If the light source used is a fire of some sort, that fire has
a 50% chance of going out. A permanent light effect (a magical
sword or dagger, for example) will lose its power to shed light
for 1 rounds.

ALPHA'S NIGHT OF THE LEONIDS (CONJURATION/SUMMONING)
Level: 2
Range: 30 yards + 10 yards/level
Duration: 4 minutes
Area of Effect: Special
This spell can only be cast outdoors at night. It calls down a number of flaming meteorites to strike unerringly any targets within range. The caster can call down meteorites. Each meteorite strikes a single target, though more than one may strike any given target. Each of these `leonids' comes blazing down from the heavens, striking for moderate impact damage and an additional moderate fire damage (ye just got hit in the head with a softball sized flaming rock, its going to hurt). The material component for this spell is a bit of meteoric iron.

ALPHA'S ROLLING THUNDER (EVOCATION)
Level: 2
Range: 0
Duration: Special
Area of Effect: 5'/level radius circle
The caster need but throw his arms heavenward and a great rolling thunderclap will sound directly overhead. All creatures within 10' of the caster may be knocked prone, suffering d4+1 damage, and are automatically stunned for 1 round and deafened for d4+1 rounds. Those within one-half the radius of the spell (e.g. within 25' of a 10th level caster) but not within 10' must save vs. spells or be stunned for 1 round, and are automatically deafened for d4+1 rounds. All others in the area of effect must save vs. spells or be deafened for d4+1 rounds.

Alpha's Shadowfire (Evocation, Necromancy)
Level 2
Effects immediate
Range: 20 ft
Duration: Instantaneous
This spell calls forth a seething black ray shot through with veins
of green fire. All creatures in the path of the spell will suffer
damage

ALPHA'S SHEET LIGHTNING (EVOCATION)
Level: 2
Range: 30 yds
Duration: Instantaneous
Area of Effect: 10' square area per level
This spell creates a very bright flashing jolt of sheet lightning within the area of effect. All those in the area receive electrical damage. As with all electrical attacks, it deals extra damage to those with metal on them, especialy those in armor. The material component is a bit of fur and a sheet of fine crystal worth at least 50 g.p.

ALPHA'S STARFIRE (EVOCATION)
Level: 2
Range: 30 yards
Duration: 4 minutes
Area of Effect: 5' diameter column, 30' high
This spell creates a column of brilliant, blazing silvery-white flames. All within 10' of the column not looking away may be blinded for 4 minutes round and dazzled for an additional 2 minutes. Any creature within the narrow column of fire (most likely only a single creature) is automatically blinded and dazzled as above, and additionally suffers moderate to heavy damage from intense radiaton. If the spell is cast outdoors under a night sky damage is added. The material component for this spell is a bit of silver and a shard of crystal.

Analyze Spirit
Level 2
Effects immediate
Duration instantly
This spell lets the caster know the Attributes, skills,
advantages, and disadvantages of an undead creature, demon, or
extra-planar being with about 80% accuracy. The better the success, the
more accurate the information

Atom Blast (Invocation/Evocation)
Level 2
Effects immediate
Range: 20 feet
Duration: Instantaneous
This spell causes any solid, non-animate, non-magical, non-living
substance to explode from within causing damage
to creatures within ten feet of blast.

Back to Nature
Level 2
Effects immediate
Area ½ mile
Duration permanent
This spell turns man-made objects into their nearest natural
equivalent - buildings turn into rock formations or groves of trees, roads
turn into meadows, and man-made items turn to small rocks or shrubbery

Backstab Backlash (Abjuration)
Level 2
Effects immediate
Duration 24 hours or until activated by caster
Area of Effect: The caster
This spell creates an invisible magical field covering the back
of the spellcaster from head to toe. Should a thief attempt to
backstab the wizard, or anyone else who attacks the mage's rear,
the wizard will take full damage from the attack. But the
attacker will be hit with a blast of pure force which does twice
the damage of the attack, with no saving throw. Each casting
creates a one-shot field. This spell will only be activated if
the wizard is attacked by a hand-held weapon at close range;
thrown weapons will not activate the spell (as there is no one
to blast). The spell effects are non-cumulative, only one spell
in affect at anytime.
Whenever there is a combat
situation where the wizard is surrounded or he sees a thief,
this is usually the first spell he casts.

Ball Lightning (Invocation/Evocation)
Level: 2
Range: 60' + 10'/level
Duration: Instant
Area of Effect: 10 cubic feet/level
This is a different form of the classic Fireball except that instead of fire the ball delivers fairly heavy electrical damage. Material component is a loadstone.

Ball of Thorns
Level 2
Effects immediate
Duration: 1 to 5 seconds, as specified by the caster
This spell allows the caster to create an throw a smooth, dark
sphere of wood which will burst into hundreds of sharp thorns when it hits
something solid Even if the ball doesn't hit anything solid, it will burst 1 to 5
seconds after being thrown, as specified by the caster when the spell is
cast. This feature can be used to make the ball burst in air or detonate
after a certain amount of time.

Bridge
Level 2
Effects immediate
Duration: 1 minute
The mage creates bridge from any plant material in the area. Trees
bow and grow to make a wooden bridge, or vines and grasses grow,
strengthen and coil themselves into ropes to make a hanging bridge. The
bridge can be as long and wide as the mage wishes, with the exception that
it must have a roughly rectangular shape and it must be at least 1/4 as
wide as it is long. The bridge can support up to 500 lbs.

Blink
Level: 2
To cast: Invocation
Effect: Caster can teleport over a distance totaling 3 feet in quick sucession
Duration: Lasts only 30 seconds each time cast
Bolt of Stone (Evocation)
Level 2
Effects immediate
Range: 40 yards + 10 yards per level
Duration: Instantaneous
Area of Effect: One 2-foot bolt
This spell creates a powerful bolt of stone, approximately two
feet long, which strikes its target without fail up to the
maximum range

Bone Lock (Necromancy)
Level 2
Effects immediate
Range: 10 yards per level
Duration 5 minutes
This spell causes the bone joints of a creature to lock,
effectively immobilizing it for the duration of the spell. Obviously, a creature
must have a bone structure in order for this spell to be effective.

Boot-to-the-Head (Abjuration)
Level 2
Effects immediate
Range: 10 yards
Duration instantly
Boot-to-the-head causes a large boot to appear near the head of
the spell recipient and kick him in the head. Note: no actual damage
is done by boot-to-the-head. The target of the spell may not be
changed once the spell is cast; the boot will continue to kick
unconscious creatures until the spell expires. Concentration
need not be maintained once the spell is cast.
The spell caster must be wearing a boot. The spell is invoked by
pointing to the creature to be affected, making a kicking motion
with the booted foot, saying "boot to the head". The boot on the
caster's foot does not disappear with the casting of the spell.

Brains (Alteration)
Level 2
Effects immediate
Duration: 6 hours Casting Time: 1 hour
Area of Effect: Creature touched
The recipient of this spell gains a temporary increase

Bushwack (Alteration, Evocation)
Level 2
Effects immediate
Duration 30 minutes or until caster ends spell
Range: 120 yards
Area of Effect: One to 4 creatures in a 20-foot cube
This spell holds up to four humanoid creatures completely
immobile for five or more rounds. Bushwack affects any humanoid
of man-sized or smaller including;, dwarves,
elves, goblins, and others.
The spell is centred on a point selected by the caster and
brings into existence sturdy vines which spring from the floor
(or mid-air if no surface is within the area of effect) and
attempt to wrap the target creature in a cocoon-like entrapment.
Held beings may not move nor speak, nor
may they see or hear what is happening around them..
The caster may end the spell with a single utterance at any
time. The material component for this spell is a piece of
creeping ivy.

Cause Bleeding
Level 2
Effects immediate
Duration: Permanent
Makes an existing wound start to Bleed, The bleeding caused by this spell can only be stopped by
First Aid or magic. It will not stop naturally

Cavevision (Alteration)
Level 2
Effects immediate
Duration: 1 hour Casting Time: 3
This spell enables the recipient to see in total darkness as if
there was torchlight, up to the 10 feet per level. Magical
darkness will still appear as complete darkness. The material
component is a live firefly.

Charm Undead (Enchantment/Charm, Necromancy)
Level 2
Effects immediate
Duration permanent
Range: 30 yards
Area of Effect: One or more creatures in a 20-foot radius
sphere
This spell only works on undead

Clear Path
Level 2
Effects immediate
Duration: 1 hour
When this spell is cast, the path immediately in front of the mage
(or his vehicle) clears and improves as the mage approaches - debris
scoots out of the way, people step aside, potholes magically vanish, and
so forth leaving behind a perfectly clear, re asonably level surface as
the mage passes. However, the obstructions move back to where they were
once the mage is gone.
This spell won't clear major obstructions from the road (e.g.
landmines, landslides, hills) but it will make "normal" travel as smooth
and easy as possible.
Objects in the way are magically moved aside. Resisting objects
are forced aside by an irresistable force. Unresisting
objects are not
damaged by their displacement. Resisting objects are pushed away with the
same force as the vehicle would exert

Cloud of Purification
Level 2
Effects immediate
Duration: 1 minute
When this spell is cast, a pure white cloud is brought into being
which fills the area of effect. All dirt and debris in the area turns to
fresh, pure water which quickly runs away or evaporates

Conceal Magic (Divination)
Level 2
Effects immediate
Duration: 4 hours per level
Area of Effect: Object touched
Cast this spell on a magic item and it renders that item
undetectable by detect magic (great for hiding magical traps).

Confuse Evil
Level 2
Effects immediate
Duration: 10 minutes
This spell must be cast in an area with well-defined boundries,
such as a room, window frame, door, altar top, or set of stairs. Any
supernatural "evil" creature who tries to move into or though the area
must immediately st op at the edge of the
area. The creature can attack and defend normally, but cannot attack
through the area using ranged attacks

Contain Area of Effect (Alteration, Metamagic)
Level 2
Effects immediate
Duration one spell
This prevents the spells from expanding in their effect
into undesired areas as it so often happens with these unruly
fireball spells.

Contrary
Level 2
Effects immediate
Duration: 1 hour
Causes the subject to willfully oppose and pervert every
suggestion made to him and oppose all goals and plans of the group that he
is in. The subject will do his best to hinder group and will make himself
as obnoxious and as childish as possible
.
Create Bedroom (Conjuration/Summoning)
Level 2
Effects immediate
Duration: 2 hours
Area of Effect: 30 square feet per level
This spell creates the interior of a bedroom. It contains one or
more beds), covered in sheets
, a thin layer of covers (in summer) or
succeedingly thicker for other temperatures (up to and including
Arctic temperatures), one pillow, one night table
, one shuttered oil lamp (with oil) per table, a bed
warming pan, some bed rugs, a small sparker set (to light the
lamps), a small wardrobe with sleeping gowns (male or female),
a night cap for men, one beard holder (any size), soft
night slippers, and a covered bed pot. This spell creates only
the interior of the room; it doesn't normally create the walls,
floors, or ceilings.
As with the other room spells, no items can be used to cause
harm, help in combat; nor can they be sold. If tried, they
vanish in a puff of smoke.

Create Kitchen (Conjuration/Summoning)
Level 2
Effects immediate
Duration:2 hours
Area of Effect: 10 feet
This spell creates a complete set of kitchen utensils,
including: a small icebox (large enough for approximately 6 to
8 gallons of fluid), 2 large fireplaces including a spit each,
a stove with 8 fire places, an oven with three large
compartments, 4 pots (large enough to contain enough stew for a
very hungry halfling each), 8 small stirring dishes, 4 pans, 5
stirring pots, 3 hot water baths (for the pots), 3 cold water
baths (again for the pots), 10 small but very sharp knives, 10
small spoons (for tasting), 5 large forks (for turning meat), 3
small hammers (for softening meat), 5 cutting boards, 2 egg
cutters, a salad dryer, 3 large mixing bowls, a large sink, 3
waste baskets, 10 wooden stirring rods, 10 pan scrubbers, 10
wooden turnabouts, 3 corkscrews or one elaborate bottle opening
set, and 3 serving dishes per level. This spell creates only the
interior of the room; it doesn't create the walls, floors, or
ceilings.
The utensils cannot be used for anything but cooking or the
preparation of food (and I mean normal food, not what goblins
consider food). Thus, the knives cannot be used to attack
someone (or even to defend oneself with), the water in the water
baths cannot be drunk or be used for washing or anything else
but heating or cooling food still in the creation process, the
waste basket cannot be used for anything but storing the remains
of cooking the food, etc. If it is tried the appropriate utensil
vanishes with a small puff of smoke. The whole set of utensils
also vanishes at the end of the duration including anything
still in the waste basket or the sink unless it is normally not
put into these containers (thus, this spell cannot be used to
escape a hopeless situation or to create utensils for an escape
or something else). The utensils cannot be sold (if tried they
vanish as above). They can only be used to prepare food. They
will even vanish if they are used to block someone's way during
combat.

Cure Moderate Wounds:
Such as the title, the caster is able to cure a moderate amount of wounds. He also must be touching the target.
To Cast: Therapevo
Time Lasts: Instantaneous (Permanent Healing)
Radius: Must be touching.
Compromised by: Target must be alive.

Dancing Chains:
lvl 2
Duration - untill dispelled
area of effect 20 sq feet
This spell animates any chains within the given area, there MUST be chains present or this spell will not work. the material component of this spell is 2 connected chain links, and a blade of grass. As well as the keyword, MetalDance.

Darklight's Haywire Hands (Conjuration)
Level 2
Effects immediate
Duration until released by caster
Area of Effect: 1 yard
This spell causes multiple twisting strands of thin wire to
project from the caster's hands. Each strand consists of around
ten wires, all tangled around each other. Up to ten strands can
be conjured, one per three levels of the wizard, and each can be
directed at individual targets within range and all within an
arc of 60 degrees in front of the wizard. A strand will fan out
upon striking a target, whipping and twisting around any solid
objects to entangle the victim. Multiple strands can be targeted
on the same victim as well.

Darkray's Antimagic Blade (Abjuration, Evocation)
Level 2
Effects immediate
Duration permanent unless canceled by caster
This spell is a rather offensive version of dispel magic and is
primarily used to actively counter hostile magic. Upon casting it
on a blade of any type, the weapon is surrounded with a red aura
Every successful strike of the blade dispels magic, as per the
spelll. This can be used against anything normally subject to
dispel magic: magical barriers, items, or effects of any kind.
The caster can end the spell at will. The use of the blade does not
hinder movement and does not preclude spellcasting any more than an
ordinary blade does. The caster is immune to the dispelling effects
of the blade.
The material component of the spell is any bladed weapon, which is
not consumed when the spell expires.

Darkray's Strangling Rope (Evocation)
Level 2
Effects immediate
Duration released by caster
Range: 10 yards
Using this spell, the caster is able to hold motionless a
human-sized or smaller creature.
The caster must use a piece of rope as the material component.
He casts the spell on the rope and then he throws it to the
target. The rope is turned into a yellow energy cord during the
flight, then without error wraps around the target.
When held, the victim cannot move any part of his body.
The caster can end the spell at will.

Death Dance (Enchantment/Charm)
Level 2
Effects immediate
Range: 40 yards
Duration: 1 round + 1 round per 3 levels
Area of Effect: One creature in a 20-foot cube
Victims of this spell are forced to dance uncontrollably, much
like stringed puppets. This jerking movement is so unnatural
that creatures are prone to hurt themselves. For each round
under the influence of this spell the creature takes 1d6 damage
from torn ligaments and wrenched muscles. Creatures affected by
this spell are unable to take any action other than dance, but
this requires the complete concentration of the caster, so the
wizard can do nothing but control the dancers. If concentration
is broken the caster can regain it anytime the dancers are
within 40 yards. This spell will effect undead

Deave (Alteration, Illusion/Phantasm)
Level 2
Effects immediate
Range: 10 yards per level
Duration temporary 2 to 4 weeks
This spell causes a temporary sensory overload to occur in all the
sensory nerve endings of the target creature. Because of this
overload of all the senses (sight, smell, touch, taste, hearing),
the target will be "burnt out" for the duration of the spell. The
creature will find himself in a state of total sensory deprivation
for the spell's duration. This means that the creature will not be
able to see, hear, taste, feel or smell anything. The creature will
remain completely helpless for the duration.
There is an additional side effect of this spell. Because the loss
of the senses can be so shocking an experience to some creatures,
there is a chance that the
creature will suffer from the insanity of catatonia for a duration
of 2to4 weeks afterwards. This can be cured with a cure insanity.

Deplete Spell (Abjuration, Alteration)
Level: 2
Range: 100' per level
Duration: Instant
Area of Effect: 1 spell
This spell lowers the effects of enemy spells by 10% per level of the caster. Just a little cushion before you get blasted to smitherenes :-D

Detect Shapechanger (Divination)
Level 2
Effects immediate
Range: 10 yards
Area of Effect: One creature per level
By means of this spell a wizard can see the true form of any
shapechanging creature. Note that a wizard who knows polymorph
self or shape change will be detected as a shapechanger, even if
neither spell is currently memorised. This spell will not detect or see through
illusions.

Discern Lies
: Such as the title, the caster is able to tell whether someone is lying or not.
To Cast: Pseftis
Time Lasts: Instantaneous
Radius: Close, though a few people could be subjected to this spell, depending on how close they are.
Compromised by: Not speaking.
Disenhandment (Alteration)
Level 2
Effects immediate
Duration 30 minutes
By means of this spell, the caster removes his hands from his body
and controls them from up to 60 yards away. This does not damage
the caster, although it may look strange. The enchanted hands may
do anything that the wizard could normally do with them: attack
(with or without weapons), manipulate objects, and cast spells that
do not require verbal components.
The hands can move up to 90 feet per round, and leap 15 feet. If
the hands are killed, they will lay prone until the caster can
recover them, when they will reattach themselves and act normally.

Dispel Magic:
Such as the title, the caster is able to Dispel Magic.
To Cast: Diaskorpizo
Time Lasts: Instantaneous
Radius: 100 ft.
Compromised by: Stronger magic (i.e. higher level spell). Only Greater Dispel can cancel out very potent magic.

THIS ONE IS A SPECIAL CASE AND AMOUNG THE FEW THAT JUST GETS STRONGER AS A CHARACTER PROGRESSES THROUGH THE LEVELS AND IS AUTOMATICALLY KNOWN TO A MAGE THAT KNOWS ANY SPELLS OTHER THAN CANTRIPS. ITS EFFECTIVENESS DEPENDS ON THE LEVEL OF THE MAGE. IF YOUR CHARACTER KNOWS ANY LEVEL ONE SPELLS, THEY KNOW THIS ONE AUTOMATICALLY. YEAH, LET ME JUST REPEAT MYSELF WITH DIFFERENT WORDING. *L* ANYWAYS, YOU GET THE IDEA.
Dispel Shield (Abjuration)
Level 2
Effects immediate
Area caster
Duration: Until dispelled
When this spell is cast, a double layer of magical energy
surrounds the caster at approximately 1 foot from the caster's
body. This field's only function is to stop any two dispel magic
spells cast at the wizard.
Dragon's Breath (Invocation/Evocation)
Level 2
Effects immediate
Duration
Range: 20 feet
With this spell, the wizard is able to imitate a single type of
dragon breath for the duration of the spellDuring the spell's duration and an equal
number of rounds afterwards, the wizard cannot speak due to the
strains this spell makes on his throat. The material component
is a piece of dragon hide of the type of dragon the wizard is
trying to imitate.

Dull Advantage
Level 2
Effects immediate
Duration 30 minutes
This spell interferes with the subject's sensitivity with one
mental or physical sensory advantage, such as Danger Sense, Faz Sense,
Intuition, Mage Sense, Sonar, Radar, or some other advantage

Dune
lvl 2
Range:touch
Duration:1 hour/ level
Area of Effect:special
Description: When this spell is cast the mage creates a magical sand dune that can carry one man-sized creature per two levels of the caster. The caster can travel through any sandy area with a movement rate of 30mph / lvl of the spell caster. The dune can only move through sandy areas. The material component for this spell is a pinch of white sand.

Dust to Water
Level 2
Effects immediate
Area 1'x1'
Duration: Permanent
Transforms an area of ordinary dust into water.

Eldarr's Flameshroud (Abjuration, Evocation)
Level 2
Effects immediate
Duration 20 minutes
When this spell is cast, the wizard is enveloped in an invisible
shroud of flames. True seeing or similar magic will reveal the
shroud, and detect magic will reveal strong lines of abjuration and
evocation magic. The spell imparts on the wizard the equivalent of
fire resistance for the duration of the Guide).
In addition to the protection aspect of this spell, the wizard may
also use it offensively: any target that comes within 10 feet of
the wizard may be attacked using the shroud; a small finger of
(clearly visible) flames shoots from the shroud and strikes the
victim,

Eldarr's Shockshroud (Abjuration, Invocation/Evocation)
Level 2
Effects immediate
Duration 20 minutes
This spell is nearly identical to Eldarr's flameshroud; it covers
the wizard in an invisible shroud of electricity. The shroud is
detectable by the same means covered in the flameshroud
description. This spell provides the user with immunity to
lightning and other electrical attacks for the duration of the
spell.
The wizard may use the shroud to conduct electrical attacks in the
same manner as that for flameshroud. The shroud will also
provide protection versus melee attacks as per the flameshroud,
with electricity again replacing flames.

Elemental Turning (Abjuration)
Level 2
Effects immediate
Area of Effect: 60-foot radius
Duration 30 minutes
This spell drives out true elementals of one designated type when
the spell is cast. the elemental must leave the area of effect and cannot return for
the duration of the spell. Any elemental that cannot leave the
area, or is forced into a position where it cannot escape the
spell, immediately withdraws to its own plane. The spell is centred
on the wizard, and moves with him. The spell does not break the
concentration of any creature controlling the elemental, or affect
other creatures from the elemental planes.

Eliminate Magic Traces
Level 2
Effects immediate
Area ¼ mile
Duration: Permanent
This spell completely eliminates residual traces of magic in an
area preventing the Magic Traces spell from working

Empty Room (Illusion/Phantasm, Alteration)
Level: 2
Range: 0
Duration: 1 day/level
Area of Effect: See below
This is a different variation of the empty chest spell accept this spell make the entire room look empty and deserted. All
inanimate objects become invisible. The area that can be effected is a 40 cubic foot room plus one 10 cubic foot area per
level of the caster. The spell lasts for 1 day per level of the caster.

Envoke Awe
Range: 40 feet
Difficulty: 2
Method: Standard
Effect: This spell fuctions must like spells that envoke fear, but it is not a form of sorcery. It only works to inspire awe and dread in tose who serve the shadow and whom are confronted by the caster.
Explosive item
Level: 2
To cast: Caster must be able to touch the item
Effect: It works a lot like a gernade.

The item gives off a dim red glow, then when the word of command is spoken, or it is thrown into something, it explodes
Duration: Until it explodes
**Note, this tends to be more of a demon spell, also common with other fire species**



Feed Undead
Level 2
Effects immediate
Duration: Permanent
This spell produces enough "food" to sate undead creature for one
d ay. The type of food created depends on the type of undead.

Fellstar's Flaming Vortex (Evocation)
Level 2
Effects immediate
Duration 10 minutes
Range: 10 yards
Area of Effect: 8x2 feet vertical cone
This spell calls into being a spinning vortex of flames that
resembles a burning dust devil; the vortex is 8 feet high and 2
feet wide at its widest. The caster may direct the movement of
the vortex in any direction desired, but it may not be moved
across a body of water. the caster must maintain full concentration in
order to direct its movements; if the caster loses
concentration, the vortex will move in a straight line at full
movement rate until the caster can again gain concentration. The
wizard may not move the vortex further away than 10 yards per
level of the caster, or the spell terminates.
The caster may use the vortex to attack a single victim per
round; he may attack the same target in following rounds, or may
elect to move the vortex to attack a different one. The flames from this
spell will ignite flammable materials on contact, but will not
harm most other materials, unless exposure is prolonged

Fellstar's Flaming Water (Alteration, Evocation)
Level 2
Effects immediate
Range: 10 yards per level
Area of Effect: 10-foot radius
Duration 30 minutes or until dispelled
This spell will cause an area of water to instantly burst into
flames as if covered with oil and set alight. The centre of the
area of effect may be as far away as 10 yards; the area of burning water has a radius of 10 feet, but may be smaller if the caster desires. The spell
must be cast on an open body of water, such as a lake, river, or
ocean; it may not be cast at a container of water on the person of
an individual.
If the centre of the area of effect is on the surface, the flames
will remain only on the surface; if the spell is cast underwater,
the flames will form a sphere (the flames cannot be doused with water, as this added
water will burn as well. The fire must be extinguished by magical
means (i.e., dispelled or via a fire quench or similar magic), or
be allowed to expire.
The flames from this fire are sufficient enough to start ships on
fire, and any creature caught in the area If this spell is used to attack a water
elemental or similar creature, the damage is doubled

Filth
Level 2
Effects immediate
Area 50' radius
Duration: Permanent
This spell fills the affected area with piles and pools of
excrement and refuse. Anyone with a nose will be able to smell the
disgusting odor Most people
will make pointed comments and hastily leave the area. While this spell is mostly used as a practical joke or as a way to
humiliate rivals, plant mages have discovered that magical filth makes
first-rate fertilizer. It will also ruin fine fabrics, paper, and other
delicate objects.

Fire Aura (Abjuration)
Level 2
Effects immediate
Duration 20 minutes
By means of this spell, the caster surrounds his body with an aura
of magical green fire. The fire aura extends 1 foot from the
caster's body and provides illumination in a 10-foot radius. It
provides complete immunity to all forms of fire, both natural and
magical; the flames can be extinguished only by dispel magic or a
similar spell. Those touching the fire aura suffer
damage; additionally, his body is set afire with green flames.

Fireball
Level: 2
To cast: Either an invocation must be made, or hand gestures. It takes a few moments to cast
Effect: Flame flares out in 3 roaring waves from the caster's chosen center point in every direction.
Radius: 20 feet
Duration: Lasts only a few moments, but still hurts
**Note, this tends to be more of a demon spell, also common with other fire species**

Fireproof
Level 2
Range:touch
Duration:special
Area of Effect:3' sq./ level
This spell confers complete invulnerability to normal fire and to exposure to magical fire such as demon fire, fiery dragon breath, fireball, ect. untill fairly heavy damage is dished out at which time the spell is negated. Only items can be affected by this spell, NO creature can be affected by this spell under any surmanstances. The material component for this spell is powered ruby which is sprinkled over the item to be protected.

Firewall
Level: 2
To cast: Caster must clap, and make an encircling motion
Effect: Flame shoots up from the ground encircling a chosen opponent, or burning where the wall rears up
Radius: 10 foot circle
Duration: Lasts until dispelled, or released
**Note, this tends to be more of a demon spell, also common with other fire species**

Flaming Finger
level 2
Range:1"/ level
Duration:special
Area of Effect:special
Description: This spell creates a jet of flame that assumes the form of a narrow cone 6' feet in diameter at its end. The damage from this spell is scalable, going from light. The flames will ignite combustible materials (even solid planks).

Foul
Level 2
Effects immediate
Area 12'x12'
Duration: Permanent
This spell will tangle, disorganize, and dirty an area. The area
will become grimy, cobwebs will grow in the corners, unlocked containers
will be opened and their contents will be dumped, collections of items
will be scattered, metal will tarnish, knots will be untied, ropes will be
tangled and so forth. The spell won't do direct damage to any item, but it
could very well allow an object to come to harm if it is removed from it's
container or is released from its fastenings. Also, dirt sensitive items
li ke books or precision instruments could very well be damaged by dirt.
If this spell is cast on a person it will dirty, untie, and
disorganize everything they are carrying or wearing,
This spell is countered by the Housekeeping spell.

Friendly Fire
Level: 2
Duration: Lasts until caster lets go, or up to 30 minutes

To cast: Summoner must be within arm's length, and touching the one the spell is to affect
Effect: One ally, while they are being touched, is temporarily immune to flame.
**Note, this tends to be more of a demon spell, also common with other fire species**



Furious Blast
Range: 100 ft
Duration: Instantaneous
Area of Effect: 100 ft up, 50 ft out
When this spell is cast on a fire, as small as a candle, or as large as abonfire, the flame Blasts upward in a cone 100 ft. up and 50 ft. across. Any flying object caught in the blast are thrown upward from the superheated air, and when the blast is gone, no oxygen is left, and they fall to the ground due to the lack of lift. The flying object will be grounded, taking full falling damage.
Geyser (Conjuration/Summoning)
Level: 2
Range: 5 yards/level
Duration: Instant
Area of Effect: 1 creature
When this spell is cast the caster creates a geyser that will throw any creature size Medium or smaller into the air 5 feet
per level of the caster. The creature take falling damage as if he fell from the appropriate height.

Giant Strength (Alteration)
Level: 2
Range: Touch
Duration: 1 Turn
Area of Effect: 1 creature
This spell is designed and used to enhance the strength of the recipient to that of a giant. The strength conferred is the
strength of what ever giant the heart muscle tissue was taken from. He also receives the bend bars/lift gates, open doors and all of the other bonuses of a giant. He can also hurl boulders for the appropriate range and damage as a giant. One giant heart is enough to cast the spell 4 times.

Glyph of Lightning (Invocation/Evocation, Abjuration)
Level: 2
Range: 0
Duration: Till discharged
Area of Effect: 1 glyph
This spell is helpful in protecting certain areas and can be placed anywhere. If the proper command word isn't spoken
before passing it the glyph discharges delivering moderate electrical damage.

Go-Behind (Alteration, Illusion/Phantasm)
Level 2
Effects immediate
Duration instant
Range: 30 yards
The wizard casts this spell by snapping his fingers. After doing
this, the wizard is instantly transported behind his opponent
(the wizard must be able to see this area). When this happens,
an image of the wizard remains behind and imitates the actions
of the wizard for two rounds, then disappears.

Grimly's Outstretched Arms (Alteration)
Level 2
Effects immediate
Duration 30 minutes or until ended by caster
Area of Effect: Person touched
This spell allows one person the ability to stretch either or
both of his arms up to 1 foot longer per level of the caster.
The outstretched arms may be lengthened or shortened as often as
desired while the spell is in effect, although they may not be
shortened more than they were to begin with. Thieving
abilities involving the hands may be performed with outstretched
arms. This spell can
only be cast once per person while the spell is in effect (that
is, a caster may not cast this spell on the same person twice
before the duration of the first spell is finished, and neither
can another caster).

Gymlainac's Lightbend (Alteration, Wild Magic)
Level 2
Effects immediate
Area of Effect: Creature touched
Duration 10 minutes
This wild magic spell bends light waves around the recipient,
creating an effect similar to the 2nd-level spell blur and a
cloak of displacement. The recipient's form is both blurred and
sways (regardless of movement), making him much more difficult
to hit.

Hand Tool
Level 2
Effects immediate
Duration: 1 minute
Turns one of the mages hands into a tool or weapon of the mage's
choosing. For all intents and purposes, the mage's hand is the tool However, if the tool is damaged or broken, the
mage takes damage to his hand. Note that while the "tool" can have moving
parts, any "expendable" supplies (such as nails, grinding wheels, bullets,
etc.) must be supplied by the mage.
This is also a Body Control spell

Harbald's Fiery Boomerang (Evocation)
Level 2
Effects immediate
Range: 60 yards
Area of Effect: 3-foot
Duration 1 attack
Upon casting this spell, the wizard causes a burning boomerang,
of approximately 2 foot, to appear in his hand. This boomerang
can be thrown on any target the spellcaster desires and explodes
the moment it makes contact. If the target is missed the
boomerang will return to the caster. Once the boomerang reaches
the caster he can try to catch it.
The caster is immune to any fire damage the boomerang causes,
but not to the explosion.
The caster can throw the boomerang over a range up to 60 yards
(60 yards is long range; 40 yards is medium range; 20 yards is
short range).
The wizard is able to, mentally, guide the boomerang, The target must be in a line
of sight.
After the initial hit, the boomerang explodes in an outburst of
fire, The explosion fills an area
of 3-foot radius Combustible materials are set.
If the wizard did not catch the boomerang, it will fly randomly
through the area in which it was thrown. The
cater cannot mentally guide the boomerang any more. If the
boomerang was thrown at short range, it flies through an area of
20 yards.. The boomerang has no
target any more thus it will explode against the first object or
creature it hits. So that object or creature becomes the target.
If the boomerang reaches the caster after a complete circle
through the area, the caster cannot catch the boomerang any
more, he now has to avoid the
boomerang, just like any other creature.

Heal Frostbite (Necromancy)
Level 2
Effects immediate
Duration: Permanent
This minor healing spell heals frostbite and minor amounts of
damage caused by cold, as well as any minor infections caused by
frostbite or cold.. Note that the damage must have been
caused by cold, , and that
only the extra damage caused by the cold is healed.

Heat Object
reversible
level 2
Range:2"
Duration: special
Area of Effect:one object (up to 4 feet square)
Description: This spell causes an object to heat up very quickly and stay that way for long periods of time. The caster can heat an object up by 450*F ( or -70*F) per level of the caster. It does not necessarily produce fire, although most things will burn if heated enough. It is very useful for cooking as the caster can control the temp. Note the heat that is produced will be radiated away normally. The temp. can be changed in as little as one segment to the casters maximum. Any mage planing to make extensive use of this spell should probably arm himself with a list of the melting points of various materials. Note also this spell can have its drawbacks, if you were in jail you might be able to melt your way through the bars--- but the radiated heat would broil first.

Hush and Mage Stealth
Level 2
Effects immediate
Duration 1 hour
- Everything about the subject is muffled or
silenced, including the clattering of equipment and armor, footsteps,
breathing, noises made by brushing against tree limbs, and so forth Items which the subject drops or throws will still make
noise. Objects which would normally make noise as the subject brushes by
them will be silent as long as the character is touching them. Once they
fall away from the character, the will pro duce normal sounds

Ignorance
Level 2
Effects immediate
Duration: 1 hour
When cast, this spell prevents the subject from learning any new
information, making it impossible for the subject to remember things that
happened from the time that the spell was cast. The caster can limit the
effects to certain topics or areas, like k nowledge of a certain subject
or place. Attempts to learn new skills while this spell is in effect will
automatically fail.

Improve Quality
Level 2
Effects immediate
Duration: 10 minutes
This powerful spell improves the quality of an item, increasing
its value or usefulness by up to 20%. Volume or mass cannot be changed,
only the intrinsic value of the object can be improved. This spell can be
used to temporarily improve the quality of w eapons by one step, to a
maximum of Very Fine Quality. Amor and shields will have improved
by 10% (to a maximum increase of 20%) Some objects cannot be improved in quality, just because of their
nature. For example, pure gold or flawless gems can't be made any more
valuable than they already are.

Inertia (Alteration)
Level 2
Effects immediate
Range: 20 yards per level
Duration specified by caster
This spell allows the wizard to freeze one creature or object up to
100 pounds per level, Creatures
flying through the air would be frozen in place (remaining in the
air), immovable until the second command word. The wizard is free
to cast this spell upon himself.
The wizard must point at the creature or object to be stopped, and
utters the first command word. If the spell is successful
(guaranteed in the case of objects within the wizard's weight
limit), the item is frozen in the air, immovable, unless a dispel
magic, or other such spell is cast, or until the wizard utters the
second command word. Upon saying the second command word, the
object or creature resumes its initial motion. For example, cast
upon a falling chest, would stop the chest in the air. Upon the
second command, the chest would resume falling, even if someone had
climbed on top of it. If some poor slob happened to be standing
directly beneath the chest at the time of the second command... If
cast at a knight on a horse, for example, the wizard must specify
mount or rider. If cast at the mount, the rider would probably
continue in his original direction, just without his mount. Cast on
the rider, he would stay hanging in the air, as his mount ran away.
Physical force is insufficient to move frozen objects, so they
could, for example, be used as anchors for ropes, etc. The wizard
must be able to see the majority of the object of the spell, so he
couldn't, for example, cast it upon something in somebody's
backpack.

Innate Enhancer
lvl 2
Range:touch
Duration:
Area of Effect:one creature
Description: The recipient of this spell can cast three spell levels as innate. These 3 spells are a 1 time only shot. Once used they cannot be used again, save by normal means of learning the spell. Once Innate Enhancer is used up totaly, it can never be re-learned, ever, period. This spell allows the caster to have three extra spell ready to fire at will.

Jamye's Prismatic Snowball (Alteration, Conjuration,
Enchantment)
Level 2
Effects immediate
Area of Effect: One snowball
Duration 1 attack each
When cast, this spell creates a pile of coloured snowballs at
the wizard's feet.. The wizard can throw one snowball
per round as if he were proficient in snowball throwing The snowball has a range of 30 yards,
The snowballs do no physical damage when they hit; however, they
have powers that vary with the colour of the snowball according
to the chart below. In order for the snowball's magic to work,
the target must be hit with it. The snowball's power only affects the creature hit,
even if the spell it duplicates has a greater area of effect.
The snowballs are always picked up and thrown in the order
given, starting with red and ending (assuming the wizard is high
enough level) with violet.

Number Colour Saving Throw vs. Effect
1 Red Spell Charm Person
2 Orange Spell Faerie Fire
3 Yellow Poison Taunt*
4 Green Paralysation Spook
5 Blue Paralysation Glitterdust
6 Indigo Spell Bind
7 Violet Wand Tasha's Uncontrollable
Hideous Laughter



Edited 11:53am, September 05, 2005 by Mab, moderative.
 Complete Alphabetical Listing of ALL level 2 spells continued
Kali
5:13pm, September 01, 2004
[Edit]
[Delete]


Kevin's Holy Rain (Invocation)
Level 2
Effects immediate
Range: 20 yards
Duration the amount of time it takes for rain to fall
This spell creates a small cyclone that moves from the wizard's
finger and grows into a billowing white cloud from which a
steady downpour of holy water falls.
The cloud can be directed and controlled as long as the wizard
concentrates on the spell.
The wizard can stop the rain at any time
by ceasing to concentrate on the cloud. The cloud can be moved
by any wind with a force up to 30 miles per hour; if the force
exceeds this limit the cloud disperses.
The rain remains holy only long enough to do damage; after it
has made contact with any other matter, it becomes ordinary
water.
The material components for this spell are a drop of holy water
and a hair from a priest of any good alignment.

Kiss of Intoxication (Enchantment/Charm)
Level 2
Effects immediate
Duration kiss-instant----effects: 2 days
This spell causes the victim to become completely drunk. He
enters a state of great intoxication.

Kiss of Slavery (Enchantment/Charm)
Level 2
Effects immediate
Duration 1 day
When a wizard casts this spell, he must kiss the intended victim
and the victim must be able to receive a kiss (cannot be in
combat). This is actually a charm person The victim of this spell will obey any order
unquestioningly.

Know Dead
Level 2
Effects immediate
Duration: Instant
When cast on a set of remains, tells the caster the identity of
the corpse. In the event of multiple personalities/identities, the
identity that the subject believed him/herself to be at the time of death
will be the one revealed. This spell can also be cast on a gravesite to
tell the mage who is buried in the grave

Korel's Hand of Evil (Enchantment/Charm, Necromancy)
Level 2
Effects immediate
Range: 10 feet
Duration one attack…or until dispelled
In casting this spell, the wizard severs the victim's control over
one of his arms (75% chance primary hand, even chance if the victim
is ambidextrous), making the victim's hand an independent entity
whose only goal is the destruction of the victim.
The hand is almost as intelligent as the victim, and will use the
quickest available method for killing or disabling the victim (note
that the hand can continue attacking even if the victim is
unconscious). For instance, if the victim was carrying a dagger,
the hand might grab that and attack. If the victim is weaponless,
the hand would attempt to choke instead. The hand would not,
however, be able to grab a wand and fire it at the victim, since a
wand requires a command word to activate.
With weapons, the hand only uses short weapons, since anything
longer cannot be easily turned inward.
Even though necromancers generally dislike charm spells, this spell
provides many a laugh for them.
.
Korel's Mass Skeletonize (Conjuration/Summoning, Necromancy)
Level 2
Effects immediate
Range: 10 yards
Duration until skeleton is destroyed
The casting of this spell summons a
horde of insects which rapidly devour all the flesh from the
corpses of a number of creatures. Only the bare bones are left behind,
completely clean after a rinsing of water.
The spell may also function on animated undead,

Lava Bolt (Conjuration/Summoning, Elemental (Earth, Fire))
Level 2
Effects immediate
Range: 10 yards
Duration: Instantaneous
This spell conjures a bolt of molten lava

Magic Circle Against Evil
: Such as the title, the caster is able to project an invisible circle around himself or around the enemy that wards off evil.
To Cast: Kakos Makria
Time Lasts: 30 minutes
Radius: 10 ft.
Compromised by: Any Countermagic.

Malleable Tool
Level 2
Effects immediate
Duration: 1 minute
Allows the mage to shape a tool as if it were made out of clay and
then "freeze" it in the changed position. He can also use a tool as an
extension of his own hand, making it flexible when he wishes it, in the
way he wishes it, as long as he keeps a hold
of it while the change is taking place.
At the end of the spell, the tool either keeps its new shape, or
returns to its old shape as the mage desires.

Mikkis' Holiness (Alteration)
Reversible
Level 2
Effects immediate
Duration 10 minutes
The caster is surrounded by an aura of goodness and his clothes
start to radiate light equal in brightness to a light spell. All
evil beings attack the caster No evil creature enter melee with the caster.
The reverse of this spell, Mikkis' unholiness, affects all good
beings who view the caster. He is surrounded by a feeling of
ultimate evil and sheds darkness around him.

Maladweomer (Alteration, Metamagic)
Level 2
Effects immediate
Duration 1 attack
Range: 10 yards per level
Maladweomer causes all the spells and spell-like powers of the
victim to function at the nadir of their effectiveness. Any
damage caused by offensive magics will be the minimum possible,

Marty's Magic Bow (Evocation)
Level 2
Effects immediate
Duration instant
Range: 0 (arrow range as per normal bows)
Marty's magic bow causes a magical force to propel objects from
the wizard's fingers much as a bowstring. With arrows, the
effect is to allow the wizard to release one arrow per round,
The advantage of this spell is the fact that the arrow
attacks are not magical

Mass Bane (Necromancy)
Level 2
Effects immediate
Range: 30 yards
Duration: Instantaneous
Area of Effect: Up to 6 creatures
This spell duplicates on a grand scale the effects of a bleeding
touch.
It affects victims that the caster can choose. The victims
, suffer bleeding wounds which appear randomly
on their bodies..

Mirror Escape (Illusion/Phantasm)
Level 2
Effects immediate
Area of Effect: Caster
Duration 10 minutes
This spell is a modified mirror image spell. When it is cast,
Up to 10 images of the wizard appear in various places around him
(in a 20-foot radius). Within seconds, they all start running in
different directions. They are basically unseen servants that
have an illusion upon them of the wizard.

Mnemonic Implant
Level 2
Range: Touch
Duration Permanent
Area of Effect: One person or creature
This spell allows for the altering of the subject's specific memories.
The first application of this spell allows the mage to extract specific memories from the subject's mind. Two minor memories/ lvl (amount of money in purse, home address, etc.) can be stripped for every two levels of the caster. Major memories (i.e. the subject's name, character class, even full identity) are stronger, and only one can be stripped for every level of the caster.
The second application of this spell allows the caster to implant specific memories in the subject's mind. These memories can replace those taken, or even contradict previously existing memories.
A priest's heal or restoration spell, if cast specifically for this purpose, will restore the lost memories and destroy the false memories, as will a limited wish or wish, or psychic surgery, but no other means will do so.

Molten Ground (Alteration)
Level 2
Effects immediate
Range: 20 feet
Area of Effect: 2-foot per level radius circle
Duration instant
This spell causes an area of the earth to bubble up molten lava
in its area of effect. After the wizard spends one round
casting, using up the material components of sulphur and lava
rock, the spell begins. In the first round the ground tremors
slightly, and those not wearing heavy feet covering such as
metal boots can feel a slight warmth.
In the second round of the spell the heat becomes very
pronounced, and will ignite paper, cloth, and dry vegetation
touching the ground. If the people in the area of effect did not
announce that they were moving in this round, they are going to
be injured.
In the third round the ground becomes molten lava, wooden
furniture bursts into flames, and metals with low melting points
start to soften.
The intense heat of the lava may cause structural damage to
walls that are near or in the area of effect. Wooden walls will
be destroyed by fire just like wooden furniture. Protection from
Fire will protect a person but not his items from this spell.
Note that lava rock is hard to obtain in most medieval settings,
and that the lava generated by this spell will not work as a
component for later casting (it's marked by magic).

Monk's Rest
Level 2
Effects immediate
Duration: 1 day
Allows the subject to magically go without sleep. Each casting of
this spell allows the subject to be as refreshed and wakeful as if he had
gotten a full night's rest.

Necromantic Bolt (Necromancy)
Level 2
Effects immediate
Range: 60 yards + 10 per level
Duration: Instantaneous
Area of Effect: One creature
When the wizard completes this spell, a blue glow encompasses
his hand and then shoots forth, unerringly striking its target.
This energy attacks the life force of any living creature Damage must be cured magically or healed
naturally over time.
This spell has a special effect on undead creatures. Undead
struck by the bolt suffer no damage, but they
must flee

Noska Trades' Endoplasmic Quagmire (Conjuration, Necromancy)
Level 2
Effects immediate
Range: 10 yards per level
Area of Effect: 80-foot diameter
Duration 10 minutes or until dispelled
When this spell is cast, a clear mucous-like substance rains down
upon the area of effect for one round, in which it reaches a depth
of four feet. Any creature in the area of effect will be knocked to the ground by globs of slime. Movement through the slime is 10
feet per round and it is 50% probable that a creature trying to
move in the area slips and falls.
Dispel magic, disintegrate, or transmute water to dust will
eliminate the endoplasmic quagmire.

Noska Trades' Ghoul Arrow (Evocation, Necromancy)
Level 2
Effects immediate
Range: 70 yards + 10 yards per level
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature per bolt
Ghoul arrow brings into being one bolt of negative energy for
every levels of the wizard. Each bolt can have a different
target. Each bolt forms into three vaguely arrow shaped
projectiles that hurl towards the wizard's opponent. The arrows
never miss their target

Organize
Level 2
Effects immediate
Area 3 yards
Duration: Permanent
An improved version of the Gather spell. This spell will gather
scattered items together and then organize or sort them according to the
caster's criteria. If there is a container within 3 hexes of the items to
be organized, the mage can specify that the
objects be packed into the container.
Objects that are Organized are neatly arranged and placed in such
a way as to not impair the use of the object (for example, shirts will be
folded so they don't wrinkle, rope will be stored so it won't tangle)
Orko's Lubricity(Alteration)
Level 2
Effects immediate
Range: 3 feet
Duration
When cast on an individual creature, this spell gives the of slipperiness. If cast on a single
object of 10 cubic feet volume of less, the object becomes
impossible to grasp. If cast on a floor it will make a 2 x 2 yards square area
extremely slick: there will be a 95% chance per round that any
creature standing in the area will slip and fall.

Pack
Level 2
Effects immediate
Duration: Permanent
Similar to the Organize spell, but this spell will prepare an item
for travel, shipment or storage if the proper packing materials are at
hand. Some cleaning and repair is allowed with this spell. For example, a
tent could dried and cleaned before its wa s folded and put into its bag.

Pain (Necromancy)
Level 2
Effects immediate
Range: 50 feet
Duration 5 minutes
While under the effects of pain, the victim suffers from
excruciating pain and is unable to cast spells or to move at
greater than half speed. The wizard must concentrate on the
target for the spell to remain in working.

Patch
Level 2
Effects immediate
Duration: 10 minutes
This spell will allow large amounts of missing material to
temporarily be replaced, allowing things like torn sails, or holes in walls to be made as good as new for the duration of the spell. In order for this spell to work, at least 25% of the original material must remain and the square yardage of any given breach cannot exceed double the caster's base skill

Pilpin's Fire Carpet (Evocation)
Level 2
Effects immediate
Range: 60 yards
Area of Effect: 20-foot square
Duration 10 minutes
The fire carpet brings forth an immobile, blazing carpet of magical
fire of shimmering colour - violet or reddish-blue. The spell
covers an area of the ground equal to one 20 foot square and the flames are 4 feet high.
The carpet sends forth waves of heat, inflicting damage upon creatures within 10 feet. In addition, the carpet
inflict damage upon any creature within the area of effect The wall of
fire lasts as long as the wizard concentrates on maintaining it,

Place of Desire
Level 2
Effect immediate
Duration: 1 minute
This spell is identical to the Heart's Desire spell, except that
it can only be cast on an area. Anyone looking at the
area will perceive that area as what they most wish to see. For example, a scholar might see an emp ty room as being filled with rare books, a starving person might see a table loaded with food, and so forth. The reactions of those affected by the spell depend on the mage, The mage has some say as to how the affected area will appear. For
example, the mage could specify that an area will only present the seeming
of being a safe and comfortable place to rest, or a splendid throne room,
or something else. Of course, how the victims interpret these archetypes
is up to the individual

Prepare Body
Level 2
Effects immediate
Duration: Permanent
Prepares a body for burial according to whatever rites the mage is
familiar with (mage's choice if he is familiar with more than one method).
If goods or clothing are to be placed on the corpse, they must be
immediately at hand when this spell is cast.
This is also a Clerical spell.

Preserve Body
Level 2
Effects immediate
Duration: Permanent
Allows the caster to mummify or embalm a corpse, preparing it for
burial or making it suitable for use as a mummy or a zombie respectively.
Bodies preserved with this spell are obviously dead, but decay
extremely slowly. Even in the wettest and warmest conditions, bodies will
decay at 1/10 the normal rate. In cool, dry conditions dead preserved with
this spell can last for centuries

Protection from Stoning (Abjuration)
Level 2
Effects immediate
Area of Effect: One creature within a 20-foot
radius
Duration 30 minutes
This spell completely protects the affected creatures from all
forms of attack that change flesh to stone for the duration of
the spell. Once cast, the affected creatures may leave the
20-foot radius and still be protected from stoning.

Quicksand
lvl 2
Range:5 yards/ level
Duration:5 minutes
Area of Effect:10' x 10'/ level
Description: The mage transforms normal earth or stone into a pool of quicksand. Anyone stepping into it will find himself sinking at a rate of 3 feet per minute. Struggling doubles the sinking rate. The area affected looks normal and is 79%
undetectable outdoors, 97% undetectable in a swampy area, and 50% undetectable indoors.

Radiance Resistance (Alteration, Evocation)
Level 2
Effects immediate
Area one individual
Duration 30 minutes
The caster can totally ignore the presence of radiance (sunlight
and pure energy) for the duration of the spell.

Rejuventate
Level 2
Effects immediate
Duration: Permanent
Causes non-living things to be returned to their original, new,
condition, removing the effects of age and wear. This spell cancels
previously cast Reshape or Warp spells and currently running Ruin spells

Remove Blindness/Deafness:
Such as the title, the caster is able to remove either normal or magical blindness/deafness by touching the target.
To Cast: Tyflos/Koufos Metakino
Time Lasts: Instantaneous.
Radius: Must be touching.
Compromised by: Blindness/Deafness spell.

Repel Greater Quasi-Elemental(Abjuration)
Level 2
Effects immediate
Area of Effect: 10-foot radius
Duration 30 minutes
This spell prevents greater radiance, lightning and mineral
quasi-elementals from entering the area of effect.

Resistance Pearcing
lvl 2
Range:0
Duration:special
Area of Effect:one other spell
Description: This spell will add extra power to one other spell for the express purpose of punching through magic resistance. The spell can "negate" 20% / level in magic resistance (i.e. a 2nd level mage cast this spell to enhance a magic missile spell to be cast at a creature with 75% magic resistance the creatures magic resistance for this spell would be 35%). This spell was created because mages had such trouble fighting the drow because of there high magic resistance he rarely ever had spells work against them
.
Roteley's Lesser Shatterwave (Evocation)
Level 2
Effects immediate
Range: 1 foot per level
Duration: Instantaneous
Area of Effect: 5-foot diameter, 2.5-foot long cylindrical wave
This spell creates a wave of force a short distance from the
caster's hand which follows a cylindrical path away from the
caster. The wave starts within the stated range and then moves away
within the full area of effect. This wave of force has an effect
similar to a shatter spell. All glass, ceramic, bone, or other
fragile material touched by the wave will be cracked, shattered, and ruined.. The wave can be stopped by large, heavy objects
that block most of the wave, such as a stone wall, iron chest, oak
door (though the door may crack), etc. The wave has limited
offensive power against creatures with hard parts (skeletons). The wave itself is visible as an orange-red convex disk.

Sanh's Sunray (Evocation)
Level 2
Effects immediate
Range: 80 yards + 10 yards per level
Duration: Instantaneous
Sanh's sunray is a special spell designed for use against undead
and other foul creatures of darkness. This ray exactly matches the
radiation mix of pure sunlight;,

Seal
Level 2
Effects immediate
Duration: Permanent
This spell encloses a container with as tight a seal as is
possible and leaves some sort of mark which will indicate if tampering has
occured.
For example, envelopes can be closed and sealed. Bottles will be
corked and then dipped in wax etc. Though the seal is perfectly ordinary
and can be broken by normal means, the seal itself is complex enough that
it would take magic to hide the tampering.

Sealed Tool
Level 2
Effects immediate
Duration: 1 hour
This spell "seals" a tool and any supplies it consumes against
sand, water, etc. Equipment treated with this spell is immune to any
increased likelihood of equipment failure due to harsh conditions. This
spell doesn't protect if the item is completely im mersed in water orotherwise abused, but it will protect against the general negative effects
of harsh environments, such as extreme heat, cold, dampness, grit,

Seek Chaos
Level 2
Effects immediate
Area ¼ mile
Duration: Instantaneous
This spell allows the mage to identify or seek creatures and
places that are tainted by Chaos. If the mage say so before he casts the
spell, he can exclude known sources of chaos from his search.

Select
Level 2
Effects immediate
Duration: 10 minutes
This spell allows the mage to select certain items from a
relatively homogenous class of items by one or more criteria. The selected
items are then magically placed in the mage's hand or a designated
container the mage is holding.
If the object is owned by someone who doesn't wish to give it up,
then the spell automatically fails. For example, a mage could only choose
fresh, ripe cherries from a tree, or he could select a certain book from
his library without having to look for it .

Shadow Bolt (Invocation/Evocation)
Level 2
Effects immediate
Range: 60 yards + 10 yards per level
Duration: Instantaneous
Use of shadow bolt creates black bolts of magical energy, one
missile plus one missile per level (as per magic missile) that
streak from the wizard's hand. The missiles may be directed in a 60 degree arc.

Shadowfire (Alteration, Invocation/Evocation)
Level 2
Effects immediate
Range: 10 yards + 10 yards per level
Area of Effect: 20-foot radius
Duration instant
Shadowfire combines fireball and darkness, 15-foot radius. The
spell creates an immobile area of darkness, 20 feet in radius.
The instant after the spell is cast, the darkness is filled with
rippling black fire,. The damage only
occurs on the first instant. Unlike a
fireball, the flames do not adjust to fill thier maximum
potential volume. The material component is a lump of coal.

Shailar's Spell Concealment (Illusion)
Level 2
Effects immediate
Duration the time needed to cast a spell
By use of this spell, it becomes possible for a wizard to
conceal the motions and sounds used to cast spells. Essentially,
an illusion of the caster performing mundane activities
applicable to the current situation is created, i.e., eating
food if at a banquet or browsing through goods at a bazaar.

Shape Change, Undead (Necromancy)
Level 2
Effects immediate
Duration 30 minutes or until dispelled
This spell allows the wizard to assume the form of any undead The wizard gains all the
abilities of the undead except spellcasting and innate spell-like
abilities. Most touch attacks are not considered to be spell-like
abilities. The wizard also gains all the vulnerabilities of the
undead, and can be turned, commanded or even disrupted by priests.
The wizard
cannot return to normal form until the spell duration expires or
the magic is dispelled.

Silence:
To Cast: T'kress must be spoken in a hushed whisper and a small twig must be broken.
Area of Effect: 20 ft Sphere
Duration: 90 mins in a 20 ft. sphere
Compromised by: Countermagic. Leaving the Sphere once effected will cut the duration of the effect by half. Those entering the sphere after the spell is cast will not be effected

Silhouette (Abjuration, Evocation)
Level 2
Effects immediate
Range: 30 feet
Duration 30 minutes
This spell is also great for spying
This spell causes the affected person's shadow to rebel, for the
duration of the spell. The shadow will not act properly, will
disappear at will, reappear in the wrong place and in general do
everything in its power to make the affected creature look really
bad.

Skullfire(Evocation, Necromancy)
Level 2
Effects immediate
Range: 100 feet
Duration: Instantaneous
Area of Effect: 100-foot long, 5-foot base, 15-foot end cone
This spell causes the enchanted skull to emit white hot flames from
it mouth in said pattern. These flames cause damage per caster
level, but undead take twice the damage.

Snuff
Range: 50 ft + 10/lvl
Duration: Instantaneous
Area of Effect: Range
This spell creates a huge ball of wind that snuffs out all flames within 20 feet of the caster. By either blowing it right off of its source, or taking oxygen away from it. This wind affects nothing but flame, and works on both magical and non-magical fire

Soften
Level 2
Effects immediate
Duration: 10 seconds
This is a more powerful version of Reshape. When it is cast, the
mage can touch a solid object such as armor or a shield and cause it to
soften to the consistency of wet cardboard. Load-bearing members which have this spell cast on them will
collapse in a catastrophic fashion. Missile weapons, such as bows or guns
will be ruined if fired while this spell is in effect.

Sonoric's Fly on the Wall(Divination, Necromancy)
Level 2
Effects immediate
Area 20 ft radius
Duration until dispelled
This spell creates a spying device out of an ordinary flying
insect. Upon casting the spell upon an insect, living or dead, the
spell grants the abilities of limited clairaudience and
clairvoyance, centred on the insect. The wizard, while
concentrating on the insect, can hear any noise within 15 feet of
the insect..
The insect has a flying movement rate of 6 ft per 10 seconds, and its movement is
controlled by the concentrating wizard.
If concentration is broken before the end of the spell duration,
the fly drops to the ground, and there is a 75% chance that, if the
wizard resumes concentration, it will be too damaged to fly again,
If the fly takes any damage during the
spell, such as being swatted or stepped on, the insect will no
longer fly, but, provided that at least half of the fly remains,
the clairaudience

Spider Call(Conjuration/Summoning)
Level 2
Effects immediate
Range: 20 yards
Duration 10 minutes
Spider call summons a variable amount of spiders to fight for
the wizard. The spiders will fight for the duration of the spell
and then disappear, but they cannot be used for other tasks.
This spell was developed by drow wizards in the service of
Lolth. Spiders are selected from the following table, depending
on the wizard's level:

Wizard's Level Summoned Spiders
1 large
2 huge
3 giant
The wizard can summon up to 1 HD of spiders per level (drop all

Steamball (Evocation)
Level 2
Range: 1 yard + 1 yard per level
Duration: Instantaneous
Area of Effect: 20-foot radius
This spell is identical to fireball except that it creates a
blast of super hot steam instead of fire..

Steelskin (Alteration)
Level 2
Effects immediate
Duration 1 attack
This spell hardens the skin of one creature so it is better able
to resist physical attack.

Stone to Water
Level 2
Effectsimmediate
Area up to 1 yard
Duration: Permanent
Turns a quantity of stone or earth into an equivalent amount of
water.

Suggest Illusion (Illusion/Phantasm)
Level 2
Effects immediate
Range: 6 yards + 1 yard per level
Duration variable by illusion
This devious spell causes a targeted creatures to believe that
they have just discovered and successful disbelieved an
illusion. This is a bit of misdirection caused by the wizard, as
the item selected by the wizard to be believed as an illusion
could actually be real.
This spell could be great for causing enemies of the wizard to
walk into a pit because it "does not really exist".

*** EN'TAI SPECIFIC ***
Sunscorch:
Caster calls down a column of searing holy light, burning any evil-aligned creature caught in the beam.
To Cast: Photus Invoctem
Time Lasts: Thirty seconds
Radius: Six meters

Sword of Force (Alteration, Evocation)
Level 2
Effects immediate
Duration 1 hour
This spell creates a spectacular glowing sword, resembling a Star
Wars lightsabre. It must be cast on a handle of a steel sword,
which must be especially fashioned or cut from a regular sword. The
handle is not consumed. A second component is gold
dust, which is consumed by the casting. For the duration of the
spell, a gleaming power blade is projected from the handle, which
simulates a normal sword

Thorgon's Faithful Steed (Conjuration/Summoning)
Level 2
Effects immediate
Duration specified by casters level
When cast, this spell creates a horse within 10 feet of the wizard.
The horse can pass over nearly any surface and even fly short
distances (levelx20 feet). The horse lasts 1/4 day per level of the
wizard, or until the wizard loses consciousness. The horse can run
at speeds up to 40. The steed will respond perfectly to the wizard.
As the power of the wizard increases, so does the appearance of the
steed change, i.e., a 3rd level wizard would get a good steed, a
5th-level wizard would get a pegasus or similar creature. It can
kick for 1 to the wizard's level hit points in damage.

Thunderball (Invocation/Evocation)
Level 2
Effects immediate
Range: 100 feet
Duration: Instantaneous
Area of Effect: 20-foot radius
When the spell is cast, a ball of fire (like a fireball)
blossoms thunderball also hits them like a concussion grenade.
Because of the concussion aspects, things such as skeletons are
also affected. A very simple spell, but not one to be used
underground, as the concussion could cause a cave in.

Twilight's Darkness Bubble (Alteration)
Level 2
Effects immediate
Range: 10 yards per level
Area of Effect: 30-foot sphere
Duration 8 hours
This spell creates a thin bubble of darkness which light cannot
penetrate. However, on the inside of the bubble, light can
exist, though the viewer cannot see beyond the darkness bubble.

Vandergast's Forcetrap (Invocation/Evocation)
Level 2
Effects immediate
Range: 5 yards per level
Duration specified by caster
When this spell is cast, a shimmering blue bolt shoots from the
wizard's finger towards the target; when the target is struck, the
bolt erupts into multiple bands of force that envelop the victim.
, the bands of force will
render the target completely immobile by normal means, as his
hands, feet, etc., will be snugly bound. The target may still
levitate or employ other means of magical movement, but may not
walk, cast spells requiring a somatic component, or fight. Any size
target may be affected by this spell.
The bands of force may not be harmed by weapons or most spells, but
may be dispelled;

Vanquil's Cellular Regeneration (Necromancy)
Level 2
Effects immediate
Duration permanent
Cellular regeneration is a spell that increases the growth rate of
the body's various tissues, causing them to mend together faster.
If the recipient performs any strenuous activity during the spell
duration (like combat, casting spells over third level the spell is
immediately aborted. Due to the stress of regeneration, this spell
cannot be cast more than once per person for increased healing. For
the spell to be effective again, the recipient must take more
damage.
Note: this spell is intended to give wizards some curative
abilities, not to replace healers. The spell is much less powerful
than the equivalent cure serious wounds, both in terms of damage
and limitations.

Vanquil's Immunity to Pain (Enchantment, Illusion/Phantasm)
Level 2
Effects immediate
Area creature touched
Duration 1 hour
This spell is a mixed blessing. It prevents the subject from
feeling any kind of pain, either from wounds or artificially
induced Thus, wizards
can use their abilities regardless of what kind of damage they
take in a round, and tortures and pain-inflicting abilities
) do not affect the recipient. On
the down side, the recipient is unaware of any
poisoning, disease, etc., and does not know if he has been hit
or needs healing.

Vanquil's Milling Crowd (Conjuration/Summoning)
Level 2
Effects immediate
Range: 5 yards per level
Duration variable
Milling crowd summons people to enter a crowd and interact with the
people in the crowd. The conjured people can try to impart one
opinion or emotion of the wizard's choosing, thus changing the
crowd's mood or opinion. Thus, a group of angry protestors could be
made to riot, become less violent, or protest a different (but
related) topic. The spell summons one "person" per level, who can
only be used to influence crowd reactions. Any attempts by the
wizard to attack the summoned people, use them as barriers, or use
the in any way not associated with interaction will terminate the
spell immediately. The people will be of the same racial mix as the
crowd they must infiltrate (a crowd of 75% humans and 25% gnomes
would result in 75% of the summoned people to be human, 25% to be
gnomish).
The spell can influence a crowd in one of two ways: it can either
change the reaction of the crowd, or it
can be used to give the crowd another direction. For example,
milling crowd can either make a group more hostile or less hostile,
or it can change the group's focus in some minor way. If the group
wanted to hang someone at noon, the spell could "suggest" an
alternate means of execution, or a change in the time of execution,
etc.

Variation
Level 2
Effects immediate
Duration: 1 hour
Allows the outward appearance of an item to be changed at the whim
of the caster, though the basic qualities and powers of the item are not
permanently changed. For example, this spell could be used to temporarily
change the style and material of a dress or make a plain sword look fancy.
The quality of armor or weapons can't be changed by means of this
spell, but ordinary clothing can be turned into winter clothing of a
similar sort Items can be made to look more "flashy" by
means of this spell, but the basic value of th e item can't be changed. For example, a robe could be made to look like expensive silk from a
distance, but close inspection reveals the real nature of the material.
Unlike an illusion spell, changes wrought by this spell are "real"
for the duration of the spell. For example, a light jacket transformed
into a parka by this spell would keep its wearer warm.

Waiting Light (Alteration)
Level 2
Effects immediate
Range: 30 yards
Duration up to 24 hours
In conjunction with any light spell (this spell is cast, and then
a light spell is cast), this spell can delay the effects of that
spell up to 24 hours. It can be triggered by one of the following,
decided by the caster: a time period, certain movements, certain
sounds, a touch, violent actions in the area, etc.

Wall of Bones
Level 2
Effects immediate
Area 20' long x 10' high
Duration 4 hours
Causes a wall of bones to erupt from the earth in whatever shape
the caster desiresThe wall must be solidly based, or it will collapse in a pile. The
wall is not solid, having many small gaps and openings. It will provide
cover from missile fire, and will severely impede movement through the
area. Anyone trying to move through the wall will take damage from the
spikes, horns and jagged edges of broken bones. The wall can be smashed
down,. It can also be climbed, if the climber is careful and skillful.

Wall of Brambles (Conjuration/Summoning)
Level: 2
Range: 60 feet
Duration: 1 turn/level
Area of Effect: 10' square/level
When this spell is cast a wall made of brambles springs into being that covers one 10 foot square per caster levelCompromised by: Greater Dispel magic

Warstone
Level 2
Effects immediate
Duration instant
This spell enchants up to three small pebbles, which can be no
larger than sling bullets. They can then be hurled or slung at
an opponent. Upon striking, the stone shatters and
flings shards in a 5-foot radius, The stone will still shatter if it misses.

Waterseal
level 2
Range:touch
Duration:permanent
Area of Effect:1 cubic foot/ level
Description: The mage is able to envelope any item (within the size limitations) in a invisible field of force thatwill protect the item from getting wet. This spell is very handy for protecting scrolls, books, clothing, ect. from water
damage. The spell will protect an object from any water attack. This spell works only upon objects not creatures.

Wind Blast (Alteration, Evocation)
Level 2
Effects immediate
Range: 30 feet
Area of Effect: One cubic foot per level
Duration specified by caster
This spell creates a wall of wind. The wall moves forward at a base
movement rate of twice the wizard's level. The wall will rip all
loose materials along with it. This wall will pull along leaves,
papers, twigs, small flying creatures, loose tapestry, and will
cause an opponent to lose balance. The wall of wind puts out fires in its path
If cast in an enclosed area it will cause an explosion. If cast at a door, it will likely blow the
door down and cause an explosion. When cast in an enclosed area, remember that walls and
ceilings may collapse and cause further damage.

Winds of Pain (Necromancy, Summoning)
Level 2
Range: 30 yards
Area of Effect: One 20-foot cube
Duration 1 minute
This spell conjures a wind which duplicates the effects of painful
wounds - causing intense pain in all wounded beings in the area of effect









Edited 6:30pm, July 06, 2005 by Kali, author.
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