Level : 2nd (Wizard) Range : 30 yards Components : V, S, M Duration : Special Casting Time : 3 Area of Effect : Special Saving Throw : NoneWith 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.
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 : NoneAs 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.
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.
Level : 2nd (Wizard) Range : 0 Components : V, S Duration : Special Casting Time : 2 Area of Effect : Special Saving Throw : NoneBy 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.
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.
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 : SpecialThe 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.
Level : 2nd (Wizard) Range : 0 Components : V, S Duration : 3 rounds/level Casting Time : 2 Area of Effect : Caster Saving Throw : NoneThis 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.
Level : 2nd (Wizard) Range : 10 yards Components : V, S Duration : Instantaneous Casting Time : 2 Area of Effect : One creature Saving Throw : NoneThis 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.
Level : 2nd (Wizard) Range : Touch Component : V, S, M Duration : 1 hour/level Casting Time : 1 turn Area of Effect : 1 creature Saving Throw : NoneThe 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.
Class Dexterity Gain Priest 1d4 points Rogue 1d6 points Warrior 1d6 points Wizard 1d4 pointsThe 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.
Level : 2nd (Wizard) Range : 0 Components : V, S, M Duration : 1 rd./level Casting Time : 1 round Area of Effect : Caster Saving Throw : NoneCreated by an unknown, but obviously very militant mage, quite long ago, this spell makes true the saying of "Mind over Matter".
Level : 2nd (Wizard) Range : 10 feet Components : V, S, M Duration : Instantaneous Casting Time : 3 Area of Effect : 120 degree arc Saving Throw : ½This 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.
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 : NoneAfter 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.
Level : 2nd (Wizard) Range : 0 Components : V, S Duration : 1 round/level Casting Time : 2 Area of Effect : 1 spell/2 level Saving Throw : NoneThis 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.
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.
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 : 1/2A 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.
Level : 2nd (Wizard) Range : 100 yards Components : V, S Duration : 1 turn/level Casting Time : 2 Area of Effect : 40-foot radius Saving Throw : SpecialThis 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.
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 : SpecialAs an attempt to improve on the basic 1st level wizard spell Sleep, Klahr created this spell.
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.
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.
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.
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 : ½Mauder 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.
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 : NoneThis 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.
Level : 2nd (Wizard) Range : Touch Components : S Casting Time : 3 Duration : 1 turn Area of Effect : One missile Saving Throw : NoneThis 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.
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 : NoneWhen 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).
Level Nr. of legs Movement 1 - 6 20 12 7 - 12 40 18 13 - 18 60 24 19< 80 30The movement rate of the chest cannot be forced by running etc. but can be slowed if necessary.
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 : SpecialNecromancer'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.
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 : SpecialCasting 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).
Level : 2nd (Wizard) Range : Touch Components : V, S, M Duration : 2 rounds/level Casting Time : 2 Area of Effect : Creature touched Saving Throw : NoneThis 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.
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.
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 : NoneBy 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.
Level : 2nd (Wizard) Range : 10 yards/level Components : V, S Duration : 1 round Casting Time : 2 Area of Effect : One shadow Saving Throw : NoneThis 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.
Level : 2nd (Wizard) Range : Touch Components : V, M Duration : Special Casting time : 2 Area of Effect : 1 skull Saving Throw : NoneMuch 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.
Level : 2nd (Wizard) Range : 130 yards Components : V, S, M Duration : 1 turn/level Casting Time : 1 round Area of Effect : Special Saving Throw : NoneThis 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.
Level : 2nd (Wizard) Range : 0 Components : V Duration : 3 rounds/level Casting Time : 2 Area of Effect : 20 yards diameter Saving Throw : NoneA 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).
Level : 2nd (Wizard) Range : 100 yards Components : V, S Duration : Instantaneous Casting Time : 2 Area of Effect : 30 feet cube Saving Throw : NoneA 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.
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.
Level : 2nd (Wizard) Range : 0 Components : V, S Duration : Special Casting Time : 3 Area of Effect : 120 yards radius Saving Throw : SpecialThis perceptive spell allows a bard to summon his favorite audience.