2nd Level


Acidball Invented by Hogan
(Invocation/Evocation)
Level		: 2nd (Wizard)
Range		: 30 yards
Components	: V, S, M
Duration	: Special
Casting Time	: 3
Area of Effect	: Special
Saving Throw	: None
With the power of this spell, the wizard is able to change his spell component into a small glistering ball, which, as soon as it leaves his hand, turns into pure acid. The ball is thrown by the wizard as if he was a fighter of half his own level. If the component is placed in a sling before the spell is cast, it won't become acid before leaving the sling.
When successfully hitting a target, the ball will deal 2d4 points of damage with possible splash damage for 1 point to damage to everyone within 2 feet, but no further damage is taken. The original target will take an additional 1d6 in acid damage the following round before the acid dissolves. No saving throw is allowed except for items worn or carried.
The greatest threat from the Acidball, is its incendiary effect! At the end of the second round, the target must make a saving throw vs. Dead magic to see if the acid has gone under his skin and attacked his nerves, making him loose the use of a limb for 1d3 rounds. The limb (leg, leg, arm, arm) that was originally struck, and thus affected, is determined randomly.
The material component of this spell is a ball of guano from a Deep Bat.


Advanced Animated Broom Invented by Hogan
(Conjuration/Summoning)
Level		: 2nd (Wizard)
Range		: 10 yards 
Casting time	: 4
Components	: V, S, M
Duration	: 4 rounds/level
Area of Effect	: 1 broom per. 4 level
Saving Throw	: None
As an upgrade of the 1st level Animated Broom-spell, the spell of Advanced Animated Broom is another creation intended to help in the work of hard-pressed wizard apprentices.
The spell will animate 1 broom for each 4 level achieved by the caster. As the animation takes the place, the brooms come to life with to small wooden hands, halfway up the handle. These arms make them much more adapt when managing tasks in the house. Besides sweeping floors and such, they can now also be used to fetching water in buckets, clean up the laboratory, do the dishes etc. These advanced tasks, make it double as necessary to keep an eye on the brooms, as they continue their tasks until other orders are issued or until the spell runs out. One story tells or a powerful wizard who commanded his brooms to fetch water for his bath. While waiting for the tub to be full, the wizard fell asleep, waking again an hour later to find his tower flooded. The Brooms had continued adding water to the bath, even though the tub was already full.
More offensive wizards have also found possibilities in the use of the Advanced Animated Broom, as their arms make them stronger adversaries. Besides their usual bludgeoning attack, the brooms can also be commanded to attack with small weapon like daggers, knifes and their like, making 2 attacks in each round possible. The advanced brooms are considered to have a thac0 of 18, deals 1d4 in clubbing damage, have an AC 8 and 6 HP each. As when sweeping, the brooms will continue to attack until destroyed, commanded to stop, or the spell runs out.
A broom can be animated at 1st level, 2 at 4th, 3 at 8th and so forth. The material component for this spell is the required number of brooms, plus a reusable piece of wood from a tree having been animated by a Treant.


Allerslev's Disorganizer Invented by Hogan
(Alteration)
Level		: 2nd (Wizard)
Range		: 45 yards
Components	: S, M
Duration	: 1 turn
Casting Time	: 2
Area of Effect	: 1 creature's possessions
Saving Throw	: Neg.
When this spell is cast at a creature, everything in the creature's personal possession will be completely misplaced. This becomes apparent when items placed in back packs, purses etc. suddenly takes one full round to dig out, not ready to be used before the next round, and spells which requires a component cannot take effect before in the end of the round due to the component first must be found. Weapons, which are placed in scabbards or in the belt and first have to be drawn, will also move about, effectively doubling their weapon speed when determining initiative. Only weapons or items already in the hands of the target will be unaffected.


Alter Element Invented by Johnny Bremer
(Alteration, Evocation)
Level		: 2nd (Wizard)
Range		: 0
Components	: V, S
Duration	: Special
Casting Time	: 2
Area of Effect	: Special
Saving Throw	: None
By means of this spell, the spellcaster can alter one element of one single spell, cast within the round following the casting of this spell, from one kind of element to another. Eg. the caster is about to cast a Flaming Sphere, but wants to change the fire to ice, so he cast Alter Element first, then the Flaming Sphere where the element fire becomes the element water, which he can choose to be frozen, thereby creating a sphere of cold ice.


Amallion's Bawdy Song Invented by Martigan
(Abjuration)
Level		: 2nd (Wizard)
Range		: 0
Components	: V, S, M
Duration	: 4d4 rounds
Casting Time	: 3
Area of Effect	: 1 person
Saving Throw	: Neg.
This spell will cause any target that fails his saving throw to immediately break out in a bawdy and daring tavern song. Even if the person does not have knowledge of any such songs, the text and verses will become clear when the spell takes effect, but the length of the song changed with each casting, hence the great difference in duration. The song will be any one suited to the victim's race (all races and cultures have at least one such song on their repertoire), and can be sung in whatever primary language possessed.
The song renders the victim immune to any sound based spell-effect like that of a Wolfwere or harpy, but not until the spell's duration expires, can he utter any understandable sound or perform any spellcasting requiring verbal components. No saving throw is required from victims who willingly put themselves under the spell.
The Material component is a drop of beer, and a piece of lace from a female's underwear (the latter is reuseable).


Arrowbreaker Invented by Hogan
(Alteration)
Level		: 2nd (Wizard)
Range		: 25 yards 
Casting time	: 4
Components	: V, S, M
Duration	: Instantaneous
Area of Effect	: Sphere 30 feet in diameter
Saving Throw	: Special
The spell of Arrowbreaker was in the dawn of times mostly used by shamans of primitive tribes to seriously cripple their enemies in battles. With the approach of civilization, this spell became known to magic-users in general.
The spell is designed to break and render useless the arrows used by an opponent. For each level achieved, the wizard can affect 10 arrows, therefore even a 3rd level wizard can render the contents of a whole quiver (normally containing 25 arrows) completely useless, as every arrow will be broken in half. High level casters can deplete whole armories with the casting of this spell! The arrows affected must all be within the area of effect, but only magical arrows is granted a saving throw vs. crushing blow (the arrows are treated as thin wood, which gives them a basis saving throw of 13) with a bonus according to the power of their enchantment (where none are given, the decision is left to the DM).
The component of this spell is a silver arrowhead, which is consumed during casting.


Boost Effect Invented by Hogan
(Illusion/Phantasm)
Reversible
Level		: 2nd (Wizard)
Range		: 0
Components	: V, S
Duration	: 3 rounds/level
Casting Time	: 2
Area of Effect	: Caster
Saving Throw	: None
This spell is designed to help a spellcasting wizard to appear more than he is. Enemies and opponents always judge a wizard on the power of his spells. How many Magic Missiles are they hit by? If only 3, then the caster is probably no more than 5th level, but if they see 5 missiles launched, then they know they are dealing with a mage of at least 9th level (since few mages choose to launch less missiles than they are able to do). Similar, a Fireball will gain in intency (as its size doesn't) as the caster gains in level. The same goes on for other common spells like Lightning Bolt etc.
This spell allows the caster to change the appearance of his spell making their effects seem more spectacular, giving the illusion of him being of higher level. More Magic Missiles will seem to be launched than he is able to, and his Fireballs will seem to explode in a searing inferno compared to normal. The damage will never change, the opponent will just believe himself having been lucky, but his perception of the caster will change if he is intelligent enough to recognize the power level of the spells.
The illusionary boost to the casters spell-effect will be 1 level pr. 2 level achieved, rounded up. Hence a 4 level caster who normally would launch 2 Magic Missiles, will seem to fire 3 missiles as a 6th level mage. Similarly a 6th level mage will loop Fireballs with a visible 9th level intency.
The reverse version of this spell, Turn Down Effect serves to disguise the relative strength of the caster by lowering the visible effect of his spell with the same rate as when boosting them. This way the caster seem less experienced in the eyes of the opponent. They take the same amount of damage, but consider themself unlucky.
When cast, both versions of this spell will interfere with all spells cast afterwards, except when the caster choose to will them not to, and the duration is not exceeded. The spell is also only effective on spells with visible and dramatic effects. Spells like Hold Person and similar are unaffected.


Detect Demonic Influence Invented by Johnny Bremer
(Divination)
Level		: 2nd (Wizard)
Range		: 10 yards
Components	: V, S
Duration	: Instantaneous
Casting Time	: 2
Area of Effect	: One creature
Saving Throw	: None
This spell allows the caster to detect any demonic influence upon one single creature within range of the spell. The spell gives the caster knowledge of what the demon's origin is, and the relative power of the demon.


Dexterity Invented by Hogan
(Alteration)
Level		: 2nd (Wizard)
Range		: Touch
Component	: V, S, M
Duration	: 1 hour/level
Casting Time	: 1 turn
Area of Effect	: 1 creature
Saving Throw	: None
The casting of this spell on the caster herself or another subject, confers an increase in the persons dexterity by a certain number of points. This benefit last for the duration of the spell (unless dispelled), but the amount of points depends on the subject's class and is subject to all restrictions on Dexterity due to race and class.
Multi-classed characters use the best die.
Class	Dexterity Gain
Priest	1d4 points
Rogue	1d6 points
Warrior	1d6 points
Wizard	1d4 points
The spell cannot confer a Dexterity of 19 or more and it is not cumulative with other magic that adds to Dexterity. Beings without dexterity scores (Kobolds, Orcs, Lizard men etc.) receive a +1 bonus to armor class.
The material component of this spell is a few hairs from a particular dexterous animal such as a Monkey, Cat, Squirrel etc.


Excellence of Thoughts Invented by Søren Surlykke
(Enchantment/Charm, Invocation/Evocation)
Level		: 2nd (Wizard)
Range		: 0
Components	: V, S, M
Duration	: 1 rd./level
Casting Time	: 1 round
Area of Effect	: Caster
Saving Throw	: None
Created by an unknown, but obviously very militant mage, quite long ago, this spell makes true the saying of "Mind over Matter".
Quite simply put, it substitutes Intelligence for Strength, thus a mage with a Strength score of 11 and an Intelligence score of 19 would gain 19 in both ability scores for the duration of the spell.
While under the effect of the spell, the caster must close his eyes and concentrate. Due to the nature of the spell, he suffers none of the penalties associated with blindness. The spell even negates any such penalties for the whole duration of the spell, if the caster was suffering from any of them before casting this spell.
If the caster is affected by a vision-reduced spell or effect while under the enchantment of Excellence of Thoughts, he automatically makes his save. If the spell normally has no saving throw, he is allowed one with any modifications for race, items etc. etc. If the caster under influence of the spell, is the victim of a gaze attack that doesn't affect sight, he is affected as follows:
If the effect comes into play whenever the "gazer" looks at someone, he is affected as usual, if on the other hand, the gaze attack comes into play whenever the character looks at the other, he is completely immune.
Due to the concentration required for casting and maintaining this spell, the caster can cast no other spells or initiate innate abilities, if suffering damage while under this spell, he must make a save vs. spells or loose concentration.
The material component for the spell is a piece of transparent crystal, formed in the shape of a human eye, not costing under 50 gp, which is consumed at the termination of the spell.
Note that the caster while under the effects of this spell is quite vulnerable to spells and effects such as Feeblemind and attacks that drain intelligence.
This spell can be used in combat, but since the caster must make a save each time he is hit, it is often saved as a last resort. The spell is more often used to clear the road or other such things, when no strong people (such as fighters) are around.


Fan of Light Invented by Hogan
(Invocation/Evocation)
Level		: 2nd (Wizard) 
Range		: 10 feet
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 3
Area of Effect	: 120 degree arc
Saving Throw	: ½
This spell creates a fan of pure searing light that strikes from the fingertips of the caster and in a 120 degree arc to its full range. The fan of light will deal 4d6 in damage to all creatures caught in the lightstream, and to whom sunlight is baneful (vampires, wraiths and other undead creatures of the night for example). A saving throw for half damage is allowed. Those creatures normally unaffected by light must save vs. spells or be blinded for 1d4 rounds. If they prefer darkness or are using infravision or similar, they get a -2 penalty to the saving throw.
The material component is a piece of a mirror and a piece of quartz.


Ignite Invented by Hogan
(Abjuration)
Level		: 2nd (Wizard)
Range		: 75 yards
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 3
Area of Effect	: 1 dose per. 3 levels
Saving Throw	: None
After having seen the threat of powerful smoke-powdered weapons that could be used by none-wizards, a cabal of likeminded mages designed this spell as a countermeasure.
The spell will cause one dose of smoke-powder for each 3 levels achieved by the caster, to spontaneously ignite (one dose is for this purpose measured as the amount it takes to fire an "standard" smoke-powdered weapon).
The placement (weapons, horns, barrels etc.) of those doses to be affected must be targeted at the time of casting. Targeted doses which are greater than the amount that can be affected are unaffected by the spell. The smoke-powder affected will ignite in an uncontrollable explosion (possible damage taken or given are determined by the DM). Targeted portions contained in a loaded weapon will explode without expelling the bullet, causing a need for a 1d4 round cleaning before its useable again. Such explosions have a 20% chance to greatly damage the weapon, rendering it completely useless.
The material component is a piece of flint and a few grains of smoke powder.


Invisible Effect Invented by Hogan
(Illusion/Phantasm)
Level		: 2nd (Wizard)
Range		: 0
Components	: V, S
Duration	: 1 round/level
Casting Time	: 2
Area of Effect	: 1 spell/2 level
Saving Throw	: None
This spell is designed to render the effect of other spells invisible. People subjected to the effect of an invisible Fireball will hear the roar of the explosion, feel the searing heat and take the damage, but they will never see the explosion itself or where the Fireball came from! This spell is especially good for wizards and spellcasters who are Improved Invisible or in good hiding. There will be no trace to indicate from where their devastating magic was launched.
The spell has duration of 1 round per. achieved level of experience of the caster. In this time the caster can make the effect of 1 spell for every 2 level of experience possesses, invisible. The spells must all be cast by the caster himself and within the duration of the spell.
The caster himself decides which spells are to be affected by the invisible effect.
People using a Detect Invisibility spell will still be able to see the effects normally.
Further effect of the spell will not be invisible, hence torched furniture, scorched body parts and so forth, are plainly visible.


Kharasir's Extended Limbs Invented by Johnny Bremer
(Alteration)
Level		: 2nd (Wizard)
Range		: Touch
Components	: V, S, M
Duration	: 2 rounds/level
Casting Time	: 2
Area of Effect	: One limb
Saving Throw	: Neg.
This spell extends the proportions of one limb touched by the caster in any one dimension: height, length, width, or thickness. The limb can be increased by 50% of its original size.
Limbs affected by this spell includes: arms, legs, fingers, and neck. The extension has no effect upon clothing or equipment. Ability scores won't change either.
The creature does not grow stronger just because it becomes larger.
The material components are a rubberball and some powder from a bone.


Kharasir's Flamebolt Invented by Johnny Bremer
(Evocation)
Level		: 2nd (Wizard)
Range		: 10 yards + 10 yards/level
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 2
Area of Effect	: 1 yard + 1 yard/level
Saving Throw	: 1/2 
A Flamebolt is a bolt of fire that shoots out in the direction where the caster points his hands. The Flamebolt starts where the caster wants and stretches out for the full area of effect and sets all flammable material on fire. The flame gives 1d6 points of damage, plus 2 points for each of the casters experience levels, to a maximum of 1d6 + 40 points of fire damage. Anything and everybody hit by the flame must make a saving throw vs. spell or suffer full damage. Those who successfully saves, receive half damage. If the character fails his saving throw he must make a saving throw vs. Magical Fire for each of his items to prevent them from being destroyed by the fire.
The material components are a pinch of sulfur, a drop of oil, and a dead glow worm.


Kharasir's Variable Light Invented by Johnny Bremer
(Alteration)
Level		: 2nd (Wizard)
Range		: 100 yards
Components	: V, S
Duration	: 1 turn/level
Casting Time	: 2
Area of Effect	: 40-foot radius
Saving Throw	: Special
This spell functions like the 1st-level spell Light, but this spell enables the caster to control the brightness of the light via mental concentration. The spell is stationary, but if cast on a moveable objects, it may be moved with the object. The caster can end the spell at any time by uttering a single word.
The material components of this spell are some dust from any kind of phosphoric material and a firefly.


Klahr's Improved Sleep Invented by Søren Surlykke
(Enchantment/Charm)
Level		: 2nd (Wizard)
Range		: 40 yards
Components	: V, S, M
Duration	: 5 rounds/level
Casting Time	: 2
Area of Effect	: 20-foot cube
Saving Throw	: Special
As an attempt to improve on the basic 1st level wizard spell Sleep, Klahr created this spell.
Klahr's Improved Sleep not only has a longer range but it is also able to affect tougher creatures than Sleep, and affecting more opponents. Typically 1d4 HD of creatures per. 2 levels achievement of the wizard, to a maximum of 10 HD at 20th level.
When cast, creatures targeted by the spell must roll a saving throw, and consult the table below:
Hit Dice of		Save was:
target:		failed:		made:
      - 4+3	Sleep *		Sleep **
  4+3 - 8+3	Sleep **	Sleep ***
  8+3 - 12	Sleep ***	Dizzy
 12+3 - 	Dizzy		Unaffected
* for double duration, when they reawaken, treat as dizzy for 2d2 rounds after awakening.
** when they reawaken, treat as dizzy for 1d2 round(s) after awakening.
*** only for half duration, when they reawaken, treat as dizzy for 1 round after awakening.

Dizzy creatures get a -1 to THAC0, initiative and AC. All due to the fact that the spell still has some hold in them.
Sleeping characters can be awakened either by slapping or damaging them, although they are treated as dizzy in the following round. Magically sleeping opponents can be attacked with substantial bonuses (see "Modifiers to the Attack Roll" in Chapter 9: Combat).
The material component for this spell is a pinch of fine sand, rose petals or a living cricket.


Limited Paralysis Invented by Johnny Bremer
(Necromancy)
Level		: 2nd (Wizard)
Range		: Touch
Components	: V, S, M
Duration	: 1 round/level
Casting Time	: 2
Area of Effect	: The caster
Saving Throw	: Neg.
This spell enables the caster to paralyze one limb per three levels of experience of the caster. The caster must touch these limbs in order to transfere the paralysis. In order to touch a limb of another person, the recipient of the paralysis must be willing or the caster has to roll a successful attack roll against AC 10 in order to touch the recipient.
When touched, the recipient gets a saving throw vs. spell to avoid the effect. If the save is successful, the recipient suffers no ill effects from the paralysis. If the limb is successfully paralyzed, it will remain so for 2d4 rounds. Creature with immunity to paralysis, as well as undead and unliving creatures, cannot be affected by this spell.
The material component of this spell is a piece of flesh from a ghoul.


Mauder´s Minor Fireball Invented by Thampion
Level		: 2nd (Wizard)
Range		: 10 Yards + 5/level
Components	: V, S, M
Duration	: Instantaneous
Casting Time	: 2
Area of Effect	: 10-foot Radius
Saving Throw	: ½
Mauder is a great old mage that once got tired of one of his apprentices burning down a building with the powerful spell Fireball. He decided to research a less powerful version of the spell, and he called it Mauder´s Minor Fireball.
The Spell works like the spell Fireball, but more harmless, 2d4/3 level with a maximum at 6d4. 2d4 in 3rd level, 4d4 in 6th Level etc. Saving throw for half damage is allowed.
This spell cannot set fire on buildings and structures, only easy ignitable materials such as paper, straw, oil, bandage etc.
The material components are a tiny ball of bat guana and Sulphur.


Mirror Screen Invented by Johnny Bremer
(Conjuration)
Level		: 2nd (Wizard)
Range		: 10 yards
Components	: V, S, M
Duration	: 1 turn + 1 turn/level
Casting Time	: 2
Area of Effect	: Special
Saving Throw	: None
This spell creates a mirror screen 6 foot high and 3 foot wide upon a flat smooth surface. This mirror will reflect anything in front of it. It will even reflect creatures normally not reflected in mirrors, such as vampires.
The material component is 2 ounces of mercury.


Missile Multiplier Invented by Hogan
(Alteration)
Level		: 2nd (Wizard)
Range		: Touch
Components	: S
Casting Time	: 3
Duration	: 1 turn
Area of Effect	: One missile
Saving Throw	: None
This spell is as the name implies, made to be cast on a missile. All kind of missiles can be affected, though only those considered normal (those which are available as standard equipment, like arrows, sling stones etc., but no giant-boulders, Ballista bolts etc.) and without any other enchantments. No matter how many attacks the firer of the missile has, only one attack is allowed in that round, namely the one made with the enchanted missile.
The missile splits into a number of identical missiles, with the adding of extra missile per. 2 levels of achievement of the caster (a split into 2 missiles at 3rd level, 3 missiles at 5th level etc.), up to a maximum of 8 missiles at 15th level. All missiles are directed against the single targeted intended by the original missile, and each missile requires a separate attack roll and counts as a separate attack.
If the targeted missile isn't fired within one turn of the casting, the enchantment is lost.


Moving Chest Invented by Hogan (with respect to Terry Pratchett)
(Alteration, Enchantment)
Level		: 2nd (Wizard)
Range		: Touch 
Components	: V, S, M 
Duration	: 1 day
Casting Time	: 1 round
Area of Effect	: One chest or similar
Saving Throw	: None
When this spell is cast on a chest or other similar container of with a maximum size of 4' x 2' x 2', it will suddenly sprout a number of small legs and start moving by itself. For the duration of the spell, the chest will follow closely behind the caster as a faithful hound, willingly putting itself down and opening if the caster needs to extract something form it. Should the chest ever be placed in danger, it will move away from it as quickly as possible, returning when the time of danger has passed. It can follow the caster with an unearthly skill, always trying to be just behind him. The chest can, by the casters command, be ordered to "stand and wait" or "run away", but needs a counter command like "come back" or "move again". It has no intelligence of its own sort of that owned by an average domesticated dog (int. 3).
The movement of the chest is given due to tits number of legs and the level of the caster.
 Level	Nr. of legs   Movement
 1 - 6	   20	        12
 7 - 12	   40	        18
13 - 18	   60	        24
  19<	   80	        30
The movement rate of the chest cannot be forced by running etc. but can be slowed if necessary.
The Material Component of the spell is the chest to be animated, a leg from a Roadrunner (reuseable) and a pinch of silverdust.


Necromancer's Break-a-Leg Invented by Hogan
(Necromancy)
Level		: 2nd (Wizard)
Range		: 30 yards 
Component	: V, S, M
Duration	: 3d10 rounds or special
Casting Time	: 4
Area of Effect	: 1 leg
Saving Throw	: Special
Necromancer's Break-a-Leg is a spell designed to, at a distance, break the femur-bone in one of the legs of a victim. It was originally invented by a merry necromancer with a humor many would consider just a trifle to dark, although this has not kept wizard from many different schools from using his spell.
When targeted by the spell, the victim is allowed a saving throw vs. spell with a +2 bonus. If he saves successfully, he only thinks his leg is broken, and will act accordingly for the duration of the spell. If he misses the saving throw, one leg chosen by the caster at the moment of casting, immediately breaks and must be healed by normal means (takes about 2 months with the leg stretched out) or by a Heal-spell. When breaking his leg, the victim takes 1d6 in damage and immediately falls to the ground for 1d3 rounds, loosing any Dex-bonus. Until healed, the victim cannot move his leg without great pains. For every two rounds of moving and/or taking advantage of his Dex-bonus, he takes 1 point of damage. If the leg is put in stretch and he uses some kind of support, he can move at 1/3 his normal speed.
The material component of Necromancer's Break-a-Leg is a chicken bone which must be broken when casting the spell.


Owen's Instant Caltrops Invented by Hogan
(Conjuration/Summoning)
Level		: 2nd (Wizard)
Range		: Special
Casting time	: 2
Components	: S, M
Duration	: 4 rounds + 1/2 levels
Area of Effect	: 25 square feet/3 levels
Saving Throw	: Special
Casting this spell creates a rectangular carpet of caltrops with center where the material component (a single caltrop) is thrown (use the scatter-diagram from DM's guide to determine where it lands).
For each 3 levels of experience of the caster a 25 square feet are will be covered by 10 caltrops, though 15th level caster will create 150 caltrops that will cover an area of 125 square feet.
Those who pass through the caltrop-covered area must move at 1/3 standard speed to get safely through or save vs. paralyzation. If failed, they have stepped on the caltrops and take 1d4 in damage and are forced to cease any further movement that round.
Should the caltrops be conjured in hard to see places (tall grass for example) or if a victim is entering the area at full speed, a forced saving throw with a -1 to -4 penalty (DM's decision).
When the spell ends, each and every caltrop disappears.


Protection from Demons Invented by Johnny Bremer
(Abjuration)
Level		: 2nd (Wizard)
Range		: Touch
Components	: V, S, M
Duration	: 2 rounds/level
Casting Time	: 2
Area of Effect	: Creature touched
Saving Throw	: None
This spell creates a barrier around the recipient at a distance of one foot. This barrier moves with the recipient and has the following effects: All attacks made by a demonic creature suffer -2 penalties and any saving throw made by such attacks are made with +2 bonus.
In order to complete this spell, the caster must trace a circle, enclosing himself, upon the ground with powdered silver.


Protective Aura Invented by Hogan
(Invocation/Evocation)
Level		: 2nd (Wizard)
Range		: Touch
Components	: V, S, M
Casting Time	: 4
Duration	: 1 round/level
Area of Effect	: 1 person or object
Saving Throw	: None.
This spell creates an invisible field of force around the caster or any other creature or object he has targeted by the spell. The projected field is much similar to that invested by magical objects like Rings, Cloaks or Robes of Protection, and it will take the blunt of most attacks, giving the user a greater degree of protection.
The protection will be granted as a +1 to AC for each 3 levels of achievement to a maximum of +5 at 15th level. Similarly, a +1 per. 2 levels of experience to saving throws against offensive spells like Fireball and similar is also granted for the duration of the spell, still with a maximum of +5, but already at 10th level
The spell is not compatible with the spells of Shield and Armor and those that grant a similar protection, but will work with spells like Barkskin and Stoneskin since they invoke a change in the recipient's own body. The spell will only work with Rings, Cloaks etc. of Protection if the granted bonus from the spell is greater that that granted by any single object. If that's the case, only a further +1 for each item worn will be counted together with the spell.
The material component is at least 25 gp worth of silver dust.


Quicksand Invented by Johnny Bremer
(Alteration)
Level		: 2nd (Wizard)
Range		: 60 yards
Components	: V, S, M
Duration	: 1 turn + 1 turn/level
Casting Time	: 2
Area of Effect	: 1 cubic-yard/level
Saving Throw	: None
By means of this spell, the caster is able to transform an amount of normal earth or sand into quicksand. The altered earth or sand will not alter its appearance merely the consistency and ability to carry weight. Any creature or object larger than a small rabbit, that are caught in the quicksand will begin to sink into the sand. The creature or object trapped within the sand will sink at a rate of 2 feet each round. If struggling to get out the rate are doubled.
The material component of this spell is a small amount of water.


Shadow Read Invented by Johnny Bremer
(Divination)
Level		: 2nd (Wizard)
Range		: 10 yards/level
Components	: V, S
Duration	: 1 round
Casting Time	: 2
Area of Effect	: One shadow
Saving Throw	: None
This spell enables the caster to "read" the contours of any one shadow. Thereby the caster is able to determine what produced the shadow and whether or not it is a normal shadow.
The material component is a special shaped crystal of a value of no less than 500 gp.


Skull Message Invented by Hogan
(Necromantic)
Level		: 2nd (Wizard)
Range		: Touch 
Components	: V, M
Duration	: Special
Casting time	: 2
Area of Effect	: 1 skull
Saving Throw	: None
Much similar to the spell of Magic Mouth, this spell is designed to be cast on a skull, which can then deliver a message of up to 30 words when the conditions it has been programmed with, takes place. The conditions can be anything that can be confirmed by visual observations, although the skull is not able to recognize specific individuals, and if it shall deliver a message to such, must be given a close physical description.
Unlike the spell of Magic Mouth, the skull can finish its message by delivering the command word for a preset necromantic spell or an item placed nearby. Neither the spell nor the magical items power must be something, which requires a target, and most often the final words in a specially prepared Animate Dead spell, raising nearby buried corpses to deal with those the message was set for. Alternately, the spell can be cast at a skeleton, which can walk to the recipient and deliver its message with no risk for the caster.
The material component is the skull itself, which will radiate magic as long as it is holding the spell. Once the message has been delivered, the magic disappears.


Skeletal Appearance Invented by Hogan
(Illusion/Phantasm)
Level		: 2nd (Wizard)
Range		: 130 yards
Components	: V, S, M
Duration	: 1 turn/level
Casting Time	: 1 round
Area of Effect	: Special
Saving Throw	: None
This minor spell of illusionary magic is basically used to make creatures appear as skeletons. The spell will place illusions on the targeted creatures that will hide skin, organs, features and clothing, making them appear only as raw skeletons. The illusion is proof to normal ways of detection but is put under the normal rules for illusions. Depending on the rules for Infravision used, the targeted creatures will appear to be cold undead. The caster can affect one basic medium creature for each level of experience achieved. If larger creatures are affected, they are counted different. A Large creature counts as 3 medium creatures. Six medium creatures can go as one Huge creature, but it takes a total of 12 achieved levels of experience (12 medium creatures) to make one creature of size G to appear as a skeleton.
The spell is partially designed to create confusion among enemies already engaged in battle against undead, but it can also be used to be cast at monstrous creatures, as their skeletal appearance will make them appear more frightening and dangerous. A few mages directing undead creatures (though not true necromancers as these schools are barred to them) has also found a use for this spell, as they cast it on their more powerful undeads, making them appear as standard skeletons.
Those affected by the spell gets no saving throw as they will not be able to see the illusion themselves. Creatures that doesn't come with any kind of skeleton (Ghost's, Elementals etc.) are unaffected by this spell.


Song of Silence Invented by Hogan
(Enchantment/Charm)
Level		: 2nd (Wizard)
Range		: 0
Components	: V
Duration	: 3 rounds/level
Casting Time	: 2
Area of Effect	: 20 yards diameter 
Saving Throw	: None
A spell designed and mostly used by Bards, probably by those who performed in noisy tavern rooms where they had a difficulty being heard. However, the spell can be cast by others spell-casters who have a talent for song (read: the Singing None-Weapon proficiency).
When the spell is cast, the caster starts singing a song(s) of his choice. As long as he keeps singing, he will radiate an effect much akin to the Silence spell, where nobody and nothing, except the song of the caster, can be heard. The silenced area is effectively a 20 yards diameter centered on the caster.
To keep the spell in effect, the caster must keep singing, up to a maximum number of rounds equal to the spell's duration. Other actions can be taken, but those that requires some kind of speech are out of the question, and strenuous actions that are judged by the DM to ruin the song (like fighting and/or taking damage), requires a successful Singing-check each round, or the singing is interrupted. When the caster stops singing, the spell is ruined.


Spelltime Invented by Hogan
(Abjuration)
Level		: 2nd (Wizard)
Range		: 100 yards
Components	: V, S
Duration	: Instantaneous
Casting Time	: 2
Area of Effect	: 30 feet cube
Saving Throw	: None
A lesser version of the all-popular spell of Dispel Magic, this spell also serves to bring down magical effects, but instead of completely nullifying an effect like the before mentioned spell, it rather serves to quicken the time a spell uses the magical energies that sustains it, hereby effectively reducing its duration.
Any spell affected (the chances to resists is the same as per the Dispel Magic spell) will have its complete duration lowered with 1 round/level of the caster. Spells that are reduced to a duration of 0 or less are thereby completely negated. Spells that are rendered permanent or have no set duration (like potions who's duration only take effect when they are swallowed) are unaffected by this spell, as are those with a duration measured in hours, days or more.
Every spell in the area of effect that matches the condition mentioned above, is subject to the duration-lowering magic of the Spelltime spell.


Stick-It Invented by Hogan
(Abjuration)
Level		: 2nd (Wizard)
Range		: 20 yards
Components	: V, S, M
Duration	: 2 rounds/level
Casting Time	: 4
Area of Effect	: 1 creature
Saving Throw	: Neg.
This spell is designed to be centred on a person or object and, once the target has failed a saving throw, will create a sort of inanimate invisible layer around it, a layer that is highly adhesive to other spells.
Once the spell has taken hold on the target, other spells that requires a target to be effective, like Silence, Light or Darkness, can be glued to the layer around the creature/object, without letting it have the benefit of a saving throw, as it is the layer that is chosen as a target, and not the creature/object itself. A Darkness spell, centred on the layer, would prevent the target from reaching the light, as the globe of darkness will keep following him. A Light spell will cause the target to become a moving lightsource and so on. Spells that must be cast against the target itself to have effect, like Hold Person, must still be done so, and will not benefit from the existence of the layer.
No matter the duration of the spells "glued" to the layer around the target, they all fail when the duration of the Stick-It spell runs out, but spells with a lower duration can off course expel before this point.
The material component of the spell is a little honey and a few hairs of a spider.


Summon Audience Invented by Hogan
(Enchantment/Charm)
Level		: 2nd (Wizard)
Range		: 0
Components	: V, S
Duration	: Special
Casting Time	: 3
Area of Effect	: 120 yards radius
Saving Throw	: Special
This perceptive spell allows a bard to summon his favorite audience.
The verbal component of the spell is the most important and needs to be some kind of song, not necessarily a good one, but a song none a less. The audience will arrive within 3 rounds after the first tune and will be in numbers of 10-40 (10d4) persons, but maximum the number of people within range. When the 3 rounds have passed, the audience will stand silent, ready to listen to the bard. At this point the effect of the spell has passed, and in order to keep the audience captive, the bard must relay on his own skills of entertainment.
Saving throws for members of the ensnared audience is only granted if the specimen has another purpose in mind that don't leave much time for entertainment.