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Sorcerer Spells - Second Level
Blindness

Level: Clr 3, Sor 2
Range: Medium (100' + 10'/level)
Duration: Permanent
Target: One living creature
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject becomes completely blind. In addition to the obvious effects, a blind character suffers a 50% miss chance in combat (as all opponents have full concealment), loses any positive Dexterity bonus to AC, grants a +2 bonus to attackers' attack rolls (as they are effectively invisible), moves at half rate, and suffers a -4 penalty on most Strength and Dexterity based skills.


Bull's Strength

Level: Clr 2, Sor 2
Range: Touch
Duration: 1 hour/level
Target: One creature
Saving Throw: None
Spell Resistance: No

The affected creature becomes stronger. The spell increases the recipient's Strength by 1d4+1 points, adding the usual benefits to melee attack rolls, melee damage rolls, Strength-related skills checks, etc. Note: Multiple magical increases to an ability score do not stack.


Cat's Grace

Level: Sor 2
Range: Touch
Duration: 1 hour/level
Target: One creature
Saving Throw: None
Spell Resistance: No

The altered creature becomes more graceful agile, and coordinated. The spell increases the recipient's Dexterity by 1d4+1 points, adding the usual benefits to AC, Reflex saves, Dexterity-based skills, etc. Note: Multiple magical increases to an ability score do not stack.


Darkness

Level: Clr 2, Sor 2
Range: Touch
Duration: 10 minutes/level
Area: 20' radius
Saving Throw: None
Spell Resistance: No

This spell causes an object to "shed" darkness. Not even creatures who can normally see in the dark (such as with darkvision) can see. Normal light and light spells of lower level do not work in the area of effect. Targets fighting within the confines of this spell suffer a 50% concealment miss modifier.


Ghoul Touch

Level: Sor 2
Range: Touch
Duration: 1d6 + 2 rounds
Target: One living humanoid
Saving Throw: Fortitude negates
Spell Resistance: Yes

Imbuing the caster with negative energy, this spell allows the caster to touch a single humanoid and paralyze him for 1d6+2 rounds.


Invisibility

Level: Sor 2
Range: Touch
Duration: 10 minutes/level
Target: One creature
Saving Throw: None
Spell Resistance: No

The creature vanishes from sight, even from darkvision. It becomes visible if it attacks any other creature. Of course, the recipient is not magically silenced, and certain other conditions can render the recipient detectable. For purposes of this spell, an "attack" includes any spell targeting a foe or whose area of effect includes a foe. Note: Attacks suffer a -4 penalty to their attack rolls when attempting to hit an invisible creature.


Melf's Acid Arrow

Level: Sor 2
Range: Long (400' + 40'/level)
Duration: 1 round + 1 round/3 levels
Target: One arrow of acid
Saving Throw: None
Spell Resistance: Yes

A magical arrow of acid springs from the caster's hand and speeds to its target. The caster must make a ranged touch attack roll to hit her target. The arrow inflicts 2d4 points of acid damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round.


See Invisibility

Level: Sor 2
Range: Medium (100' + 10'/level)
Duration: 10 minutes/level
Target: Cone
Saving Throw: None
Spell Resistance: No

Anything invisible becomes visible to the caster while in the area of spell effect.


Web

Level: Sor 2
Range: Medium (100' + 10'/level)
Duration: 10 minutes/level
Target: 20' radius
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes

Web creates a many-layered mass of strong, sticky strands that trap those caught in them. The strands are similar to spider webs but far larger and tougher. Anyone in the area when the spell is cast must roll a Reflex saving throw. If the throw fails, the character is stuck. Characters who are stuck suffer a -2 to all attack rolls, -4 to Dexterity scores, must succeed in a Concentration check to cast a spell, and are immobile. A stuck character may break loose by spending one round and making a successful Strength check (DC 20). Once loose (either by making the initial Reflex saving throw or a later Strength check), a character may progress through the web, but very slowly. Characters who make their saving throw may move unimpeded through the web.