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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.
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