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Sorcerer/Wizard Spells - Level Two
Bear's Endurance

Level: Cleric 2, Druid 2, Ranger 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature's Constitution is increased by +4.


Blindness / Deafness

Level: Bard 2, Cleric 3, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Medium (100')
Duration: Level x 10 Rounds
Components: Verbal
Spell Resistance: Yes
Saving Throw: Fortitude Save

The target creature is struck blind and deaf.


Blur

Level: Bard 2, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal
Spell Resistance: Yes
Saving Throw: None

You appear blurred, making it more difficult to hit you. You are concealed, giving opponents a 20% chance of missing you.


Bull's Strength

Level: Cleric 2, Druid 2, Ranger 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature's Strength is increased by +4.


Cat's Grace

Level: Bard 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: No
Saving Throw: None

The target creature's Dexterity is increased by +4.


Command Undead

Level: Sorcerer 2, Wizard 2
School: Necromancy
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Level x 100 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Will Save

You can command a target undead creature. You control them and may issue them movement and attack instructions for one round per level of caster.


Darkvision

Level: Ranger 3, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 600 Rounds
Components: Verbal, Somatic, Material, Focus
Spell Resistance: Yes
Saving Throw: Will Save

Grants you the ability to see 60' (12 squares) in the dark.


Daze Monster

Level: Bard 2, Sorcerer 2, Wizard 2
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: 1 Round
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Will Save

This enchantment clouds the mind of creatures of 6 or fewer Hit Dice.


Eagle's Splendor

Level: Bard 2, Cleric 2, Paladin 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature's Charisma is increased by +4.


False Life

Level: Sorcerer 2, Wizard 2
School: Necromancy
Casting Time: 1 Standard Action
Range: Personal
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).


Fog Cloud

Level: Druid 2, Sorcerer 2, Wizard 2
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100')
Duration: Level x 100 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

A bank of fog billows out, obscuring all sight and providing concealment for creatures in or behind the fog.


Fox's Cunning

Level: Bard 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature's Intelligence is increased by +4.


Hypnotic Pattern

Level: Bard 2, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Close (25')
Duration: Concentrate
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

A hypnotic pattern fascinates creatures within a radius of 10' (2 squares) up to 2d4 Hit Dice +1 per caster level (to a maximum of +10).


Invisibility

Level: Bard 2, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.


Knock

Level: Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Personal
Duration: Instantaneous
Components: Verbal
Spell Resistance: No
Saving Throw: None

This spell will unlock doors and containers sealed by conventional locks in a 150ft radius around you. Exceptionally complex locking mechanisms or magically sealed doors and containers are beyond the abilities of this spell.


Melf's Acid Arrow

Level: Sorcerer 2, Wizard 2
School: Conjuration
Casting Time: 1 Standard Action
Descriptor: Acid
Range: Long (400')
Duration: Instantaneous
Components: Verbal, Somatic, Material, Focus
Spell Resistance: No
Saving Throw: None

Launch an arrow of acid at an enemy, dealing 2d4 points of acid damage. For every three caster levels, the acid damage lasts an additional round.


Owl's Wisdom

Level: Cleric 2, Druid 2, Paladin 2, Ranger 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Material, Focus
Spell Resistance: No
Saving Throw: None

The target creature's Wisdom is increased by +4.


Scare

Level: Bard 2, Sorcerer 2, Wizard 2
School: Necromancy
Casting Time: 1 Standard Action
Descriptor: Fear, Mind-Affecting
Range: Medium (100')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Will Save

A target creature with 5 Hit Dice or less is afflicted with fear and suffers a -2 penalty to attack, damage, and saving throws.


Scorching Ray

Level: Sorcerer 2, Wizard 2
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Fire
Range: Close (25')
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: None

You fire a fiery ray, plus an additional ray for every four levels beyond the 3rd to a maximum of three rays. Each ray does 4d6 points of fire damage.


See Invisibility

Level: Bard 3, Sorcerer 2, Wizard 2
School: Divination
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 100 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

You see all objects that are invisible.