Wizard Spells - Level 2 TOP
AGANNAZAR'S SCORCHER  [WIZARD]

School : Evocation Range : 0
Components : V,S Duration : Instantaneous
Casting Time : 3 Area of Effect : 2 x 60 jet
Saving Throw : None Spell Level : 2

Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts our toward one target of the caster's choice. That target will be hit by this flame for 3-18 points of damage as is anyone who stands in the path of the flame. There is no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage.


BLUR  [WIZARD]

School : Illusion/Phantasm Range : 20 yards
Components : V,S Duration : 3 rounds +1 round/level
Casting Time : 2 Area of Effect : The Caster
Saving Throw : None Spell Level : 2

When a Blur spell is cast , the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of his saving throws.


DEAFNESS  [WIZARD]

School : Illusion/Phantasm Range : 60 yards
Components : V,S,M Duration : Special
Casting Time : 2 Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 2

The deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% change to miscast any spell with a verbal component. This deafness can be done away with only by means of a dispel magic spell or by the spellcaster.


DETECT INVISIBILITY  [WIZARD]

School : Divination Range : 10 yards/level
Components : V,S Duration : 4 turns
Casting Time : 2 Area of Effect : Special
Saving Throw : None Spell Level : 2

When the wizard casts a Detect Invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Note: if an invisible creature enters the area of effect after the spell has already been cast, then the creature will remain invisible.


GHOUL TOUCH  [WIZARD]

School : Necromancy Range : 0
Components : V,S Duration : 5 rounds
Casting Time : 3 Area of Effect : Caster
Saving Throw : Negates Spell Level : 2

When the caster completes this spell, a green glow encompasses his hand. When the wizard makes a successful melee attack (with Blunt Weapon Proficiency) against a creature, that creature is paralyzed by the negative energy. The touched creature must make a saving throw vs. spells or be paralyzed for 5 rounds.


GLITTER DUST  [WIZARD]

School : Conjuration/Summoning Range : 10 yards/level
Components : V,S,M Duration : Special
Casting Time : 2 Area of Effect : 20 foot cube
Saving Throw : Special Spell Level : 2

This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all within the area area covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. This glitterdust cast by a 3rd-level wizard lasts for four to seven rounds.


HORROR  [WIZARD]

School : Necromancy Range : Sight of Caster
Components : V,S Duration : 10 rounds
Casting Time : 2 Area of Effect : 30 Foot cube
Saving Throw : Negates Spell Level : 2

All enemies within the area of effect when this spell is cast must save vs. spells or flee in terror. Certain creatures are immune to the effects of fear, including all undead.


INVISIBILITY  [WIZARD]

School : Illusion/Phantasm Range : Touch
Components : V,S Duration : Special
Casting Time : 2 Area of Effect : 1 creature
Saving Throw : None Spell Level : 2

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless those allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible. Items picked up disappear if tucked into the clothing or pouches worn by the creature. This spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables his to attack first.


KNOCK  [WIZARD]

School : Alteration Range : Sight of Caster
Components : V Duration : Special
Casting Time : 1 Area of Effect : Locked door or chest
Saving Throw : None Spell Level : 2

The Knock spell opens locked, held, or Wizard-Locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.


KNOW ALIGNMENT  [WIZARD]

School : Divination Range : 10 yards
Components : V,S Duration : Instantaneous
Casting Time : 1 round Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 2

A Know Alignment spell enables the mage to exactly read the aura of a creature. The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs spells, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the Know Alignment spell. Evil creatures glow read, neutrals blue, and friendly creatures will glow green for a brief period.


LUCK  [WIZARD]

School : Enchantment/Charm Range : 10 yards
Components : V,S Duration : 3 rounds
Casting Time : 2 Area of Effect : 1 creature
Saving Throw : None Spell Level : 2

The recipient of this spell is lucky in everything that he does for the next 3 rounds. He receives a bonus of +1 to any of his actions. This includes saving throws, to hit chances, thieving skills, etc.


MELF'S ACID ARROW  [WIZARD]

School : Conjuration Range : Sight of caster
Components : V,S Duration : Special
Casting Time : 2 Area of Effect : 1 Creature
Saving Throw : Special Spell Level : 2

By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (there is no splash damage). For every three levels the caster has achieved, the acid lasts for another round, unless somehow neutralized, inflicting another 2d4 points of damage each round. So at 3rd - 5th level, the acid lasts for two rounds. At 6th - 8th level, the acid lasts for three rounds, etc.


MIRROR IMAGE  [WIZARD]

School : Illusion/Phantasm Range : 0
Components : V,S Duration : 3 rounds/level
Casting Time : 2 Area of Effect : 6 foot radius
Saving Throw : None Spell Level : 2

When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round so that an enemy must first hit every image before being able to hit the wizard.


POWER WORD SLEEP  [WIZARD]

School : Conjuration/Summoning Range : 30 yards
Components : V,S Duration : 5 rounds
Casting Time : 1 Area of Effect : 1 creature
Saving Throw : None Spell Level : 2

When a wizard calls upon a Power Word Sleep spell, he causes a comatose slumber to come upon one creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 hit points and gets no saving throw. Magically sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 hit points.


RAY OF ENFEEBLEMENT  [WIZARD]

School : Enchantment/Charm Range : 10 yards +5 yards/level
Components : V,S Duration : 1 round/level
Casting Time : 2 Area of Effect : 1 creature
Saving Throw : Negates Spell Level : 2

By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. Humans, demihumans, and humanoids of man-size or less are reduced to an effective Strength of 5, losing all Strength bonuses and suffering an attack roll penalty of -2 and -1 penalty to damage. Other creatures suffer a penalty of -2 on attack rolls. Furthermore, they have a -1 penalty for each die of damage they inflict. If the target creature makes its saving throw, the spell has no effect. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally.


RESIST FEAR  [WIZARD]

School : Abjuration Range : 10 yards
Components : V,S Duration : 1 hour
Casting Time : 1 Area of Effect : 1 creature
Saving Throw : Special Spell Level : 2

This mage spell instills courage in the spell recipient, raising his morale to its highest. The recipient's morale will gradually reset to normal as the duration of the spell runs out. If the recipient is effected by magical fear, this spell is negated.


STINKING CLOUD  [WIZARD]

School : Evocation Range : Sight of Caster
Components : V,S Duration : 1 round/level
Casting Time : 2 Area of Effect : 20 foot cube
Saving Throw : Special Spell Level : 2

The Stinking Cloud spell creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison at +2 or be reeling and unable to attack because of nausea for 1 round following. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the could must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic.


STRENGTH  [WIZARD]

School : Alteration Range : Touch
Components : V,S Duration : 1 hour/level
Casting Time : 1 turn Area of Effect : 1 person
Saving Throw : None Spell Level : 2

Application of this spell increases the Strength of the character to 18/50. The character receives any appropriate strength bonuses. If the character already has higher than 18/50 Strength, then this spell will actually lower the Strength of the recipient.


VOCALIZE  [WIZARD]

School : Alteration Range : Touch
Components : S Duration : 10 rounds
Casting Time : 2 Area of Effect : 1 spellcaster
Saving Throw : None Spell Level : 2

The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. Only the verbal component of the spells are deleted. This spell has no effect on other noises or speech - it simply remove a spell's verbal component. This spell is of great use when quiet is desired in spell-casting or the individual has been magically silenced.


WEB  [WIZARD]

School : Evocation Range : 5 yards/level
Components : V,S Duration : 2 turns/level
Casting Time : 2 Area of Effect : Special
Saving Throw : ½ Spell Level : 2

A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a saving throw vs. spells with a -2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Half strength webs allow for a person so slowly make his way out of the webs. However, they may not make any physical attacks while within the web.