Level 2 Spells

Contents

Yoshi's Flame Beam
Grenade
Insulate
Globe of Silence
Temper
Metalbond
Audible Phantasm
Marcum's Familiar Summoning
Magnetism
Ice Arrow
Ice Climb
Frostbite
Lightning Finger
Darkmist
Chaos Mask

Dragonloft

2nd level - Yoshi's Flame Beam (invocation)
Range: 5 yards/level  Components: V,S  Duration: Instantaneous  
Casting Time: 1  Area of effect: one creature or object  Saving 
Throw: 1/2
	This spell was develloped by the mage Hiroyoshi Matsumura after
he witnessed someone using the Agannazar's Scorcher spell.  When the 
syllables of power are spoken, the caster points his open hand, bent at 
a 90� angle at the wrist, with the index finger bent and the palm facing 
the target.  An orange beam of sizzling flame immediately erupts from the 
caster's palm, travelling in a straight line towards the entended target.  
If the victim is capable of movement, a to-hit roll is required, which is 
made at a +2 because of the speed of the flame beam.  However, only 
dexterity and pluses of magical protection count towards the target's 
armor class: it does not matter if said character wears a suit of plate 
or a suit of leather.  The target is immolated, surrounded in searing 
flames which do a base damage of 2d4 + 2 with an additional 1d4 + 1 points 
of damage per two caster levels (up to 10d4 + 10).  Creatures are entitled 
to a saving throw versus spell for half damage.  Objects are entitled to a 
saving throw versus magical fire.  Magical items gain a bonus to this save 
equalling +1 for each magical plus the item has (a ring of protection +2 
would have a +2 bonus to its save, while a dagger +1 would have a +1 bonus).  
Water or cold based creatures get +1 damage per die, while fire based 
creatures are actually healed 1 point for each die of damage the spell was 
capable of doing.  At 7th level, the caster is capable of splitting up the 
spell among both hands, with a half power beam erupting from each palm 
(round down in the case of fractions).  Both can be directed at a single 
target to disable multiple appendages or each may be directed at a different 
frontal target.  In the latter case, the caster recieves no bonus to hit 
unless the targets are very close together (5' or closer from longer ranges, 
2' or closer from very close ranges (10 feet or less).

2nd level - Grenade (enchantment, alteration)
Range: touch  Components: V,S,M  Duration: 1 round/level  Casting Time: 1  
Area of effect: object touched  Saving Throw: none
	This spell, created by the mage Nullach, converts any normal, non-
magical object into a deadly explosive.  The object can weigh no more than 
1 pound and be no more than 1 cubic foot in size.  When the spell is cast, 
the object touched is limned in a slight, dim light, which persists until 
the spell is carried through its completion.  If the object is hurled, it 
explodes in a violent flash of light, obliterating the object and sending 
shrapnel and waves of concussive force into those within a 10' radius of 
the strike.  The explosion causes 1d4+1 points of damage, while the shrapnel 
causes 2d4, for a total of 3d4+1 points of damage to all creatures within 10 
feet.  The spell persists on the object until it is hurled or until the 
spell duration expires, in which case the object explodes anyway.  If the 
grenade is gently placed and the person placing it makes a successful 
dexterity check, the grenade will not go off, making an effective time bomb.  
However, if the dexterity check fails, the grenade explodes.  One object for 
every two levels the mage gains over 3rd can be affected.  

+ 2nd level - Insulate (enchantment, abjuration)
Range: touch  Components: V,S,M  Duration: 1 turn/level  Casting Time: 2  
Area of Effect: 1 creature per 3 levels  Saving throw: neg.
	This spell enchants the clothes of one or more creatures to protect 
them from the effects of normal heat and cold.   Creatures protected thus 
suffer no damage from normal fire, and can operate comfortably in climes of 
-50 degrees Celsius.  However, magical fire and cold continues to affect 
them, but at -1 per die of damage (minimum of 1).
	The material components for this spell are the creature's clothes 
and a hair from both a desert and arctic dwelling creature.

2nd level - Globe of Silence (abjuration)
Range: 10 yards/level  Components: V,S,M  Duration: 1 round/ level  Casting 
Time: 2  Area of Effect: globe 1' radius/level  Saving throw: none
	This spell creates a globe of silence centered around a target 
specified in the casting of the spell.  This silence operates identical to 
that of the priest spell silence 15' radius except that it is of variable 
size ( the caster specifies the actual size with the casting of the spell.)  
The spell lasts 1 round for each level of the mage.
	The material component for this spell is some talcum powder and a 
band of cloth.

2nd level - Temper (alteration)
Range: touch  Components: V,S,M  Duration: 1 week + 1 day/level  Casting 
Time: 2  Area of Effect: one metallic object, 1 cubic foot/level  Saving 
Throw: none
	This spell can be used for two main purposes: it can temper iron, 
making it into steel, or it can temporarily temper existing steel, making 
it harder.  The first effect is permanent.  Up to 1 cubic foot per level 
the caster has gained can be altered.  The above duration applies to the 
second form of the spell.  In this form, the spell can temporarily temper 
1 metallic object, making it harder.  This translates into a + 1 to damage 
in combat.  This modifier does not apply to "to hit" rolls.
	The material components for this spell are either raw iron or 1 
steel object and a tiny hammer.

2nd level - Metalbond (alteration)
Range: touch  Components: V,S  Duration: special  Casting Time: 2  
Area of Effect: to metallic surfaces  Saving throw: neg.
	This spell bonds two metal surfaces together as if they were 
welded to each other.  In non-magical metals, this bonding is permanent.  
However, the caster must touch both surfaces to be affected and then place 
them together.  In magical metals, the spell lasts one turn per two levels 
the caster has gained.  Magical metals are allowed to save vs. 
disintegration with a + 1 modifier for each plus the metal has (if 
applicable).  Metallic creatures (such as iron golems) are allowed a save 
vs. spells to avoid this spells effects. 

2nd level - Audible Phantasm (illusion/phantasm)
Range: 10 yards + 5 yards/level  Components: V,S,M  Duration: Special  
Casting Time: 2  Area of Effect: special  Saving throw: Special
	This spell allows the caster to in effect combine the spells 
audible glamour and ventriloquism to form a convincing phantasm.  The 
wizard can imitate any sound that they have heard, and are able to project 
a voice of an intensity equal to four men per level in any language that 
they speak.  The sounds must be contained in a 1000 square foot area, and 
may originate from anywhere in this area, including an all around effect.  
These variations can be used to disorient an opponent, causing a -2 to all 
attacks and saves.  It can also scare creatures with a low morale.  2 
sources of sound can be created for every level the caster has attained.
     It not necessary for the wizard to speak after the spell is cast, the 
magical sound is projected directly from their thoughts.  This spell lasts 
for as long as the wizard concentrates, and persists for 1-4 rounds after.  
	The material component for this spell is a rolled up cone of 
parchment.

2nd level - Marcum's Familiar Summoning (conjuration/summoning)
Range: 2 miles/level  Components: V,S,M  Duration: Special  Casting 
Time: 2d12 hours  Area of Effect: One familiar  Saving Throw: Special  
     This spell was created by the powerful conjurer Marcum Turoc.  A 
wizard can only have one familiar, and with this spell the wizard gains 
some degree of control over the type of creature summoned.
     This conjuring can only be attempted once per year.  The components 
are identical to the find familiar spell (q.v.), but the coal must be 
soaked in a potion of animal control of the corresponding type of creature 
to be summoned (avian, mammal etc....).  As the conjuration begins, the 
wizard specifies the type of animal to be summoned.  It must be a natural 
animal native to the surrounding area.  There is a 5% chance per level of 
the caster that the animal specified will be summoned, to a maximum of 75% 
at 15th level.  Most familiars are not inherently magical, but it is 
possible for one to be acquired, though this is very rare (i.e., a wizard 
attempting to summon a dog may get a blink dog.)  There are many effects 
that a familiar has on the summoning wizard, and altered statistics for the 
familiar.  To fully learn about all of these, see the PHB, page 134 under 
Find Familiar.
     When a specific type of familiar does not appear, the DM may elect to 
roll on a familiar summoning table.
     
2nd level - Magnetism (alteration)
Range: touch  Components: V,M  Duration: 1 round/2 levels  Casting time: 2  
Area of Effect: 1 cubic foot matter/2 levels  Saving throw: special
     This spell allows the caster to place a powerful magnetic charge in an 
organic or inorganic item.  This charge is powerful enough to allow it to 
lift and hold 50 pounds of metal(iron) per caster level.  Any metallic item 
is affected by this spell, rather than just those containing iron, though 
items not containing iron can only lift 25 pounds per caster level.
     When a metal item is brought within 5 feet of the affected material it 
is magnetically attracted.  It is pulled from the grip of any with handheld 
items, and those who are wearing metal are pulled to the area of effect.  
It takes a bend bars/lift gates roll modified by -1% for every hit die or 
level of difference between the caster and those attempting to break the 
attraction for the item or person to be freed.  
     As organic matter can also be the subject of this spell, living 
creatures can be affected.  They are entitled a save vs. spell to negate 
the effects of the spell.  Failure indicates that they are affected by 
spell as inorganic matter.  The spell can affect just one limb or the whole 
body, as long as they are within the area of effect.
      The material component for this spell is a piece of lodestone.

+ 2nd level - Ice Arrow (Alteration)
Range : touch  Components : V,M  Duration : 1 round + 1round/level  
Casting time : 2  Area of Effect : 2 missiles + 1/3 levels  Saving throw : -
     This spell enables the caster to enchant up to 2 missiles + 1 per 
three levels gained.  When enchanted with the ice arrow spell an arrow 
causes normal damage, then an additional 2d4 cold damage.  If the weapon 
becomes lodged it causes another 1d4 cold damage per round, and to remove 
it the victim gets an additional 1d6 damage.  If the projectile remains 
lodged for 5 rounds then the victim must save vs. paralyzation or suffer a 
heart attack (this only applies to creatures of M size; 6 feet or less), 
this is caused from the cold of the missile, which makes the heart atrophy.  
The enchantment is cancelled on missiles that miss.
   NOTE : the coronary only goes into effect if the mage is of sufficient 
level to make the spells duration 5 rounds.

+ 2nd level - Ice Climb ( Alteration)
Range : 0  Components : V,M  Duration : 1 turn + 2 rounds/level  Casting 
time : 2  Area of Effect : caster  Saving throw : neg.
     This spell is somewhat akin to the first level spider climb except 
that it allows the caster to adhere to ice.  They can climb vertical ice 
surfaces and can even climb upside-down at a rate of 9.  They can climb up 
stalactites made of ice like ladders.  This spell also allows the caster 
to walk over ice at their normal movement rate.  Note that this spell does 
not protect the caster from the cold of the ice.  It takes someone with a 
minimum strength of 18/01 to pull the caster from their footing on the ice.  
     The material component for this spell is a tuft of fur from an ice 
bear, which is destroyed during the casting.

+ 2nd level - Frostbite (Invocation)
Range : 5 yards/level  Components : V,S  Duration : 2 rounds + 1 
round/level  Casting time : 2  Area of Effect : 1 creature + 1 
creature/3 levels  Saving throw : neg.
     This particularly nasty spell gives the targets painful cold burns.  
This is not unlike naturally occurring frostbite.  The caster gazes at the 
target(s), mutters the spell, and on the last word, exhales towards the 
targets.  Those targeted must save vs. spells.  Those whose saves succeed 
suffer no effect from this spell.  Those who fail get the full effect.  
Immediately after the failed save the victims are buffeted by a searingly 
cold wind that seems to penetrate their outer layers of clothing and 
directly affect their skin.  They suffer 1d4 + 1 points of cold damage on 
the first round, and 1d4 points on the following rounds.  Their skin 
prickles and white spots begin forming on it.  Painful cold sores and 
burns follow after 5 rounds, and any exposed digits, such as fingers and 
later appendages, may have to be amputated unless a clerical healing is 
immediately performed.

2nd level - Lightning Finger (invocation)
Range: 5 yards/level  Components: V,S  Duration: Instantaneous  Casting 
time: 2  Area of Effect: the casters hand  Saving throw: 1/2
     With this spell the wizard can strike down their opponents with a 
gesture.  When the wizard intones the words of power and points their 
hand a tiny bolt of lightning erupts from one finger for every level of 
experience the mage had attained.  They may be used to strike up to five 
different targets and never miss their mark, though targets are allowed a 
save vs. spell for half damage, modified for high dexterity.  The bolts 
cause 2d4 points of damage, and on tenth level the wizard may cast ten 
bolts, five from each hand; the maximum number of bolts for the spell.  
Anyone in metal armor suffers + 1 damage per die and is stunned for 1 
round.  Anyone who is wet or standing in water, or water-based creatures 
suffer double damage.  

2nd level - Darkmist (invocation)
Range: 10 yards/level  Components: V,S,M  Duration: 3 rounds/level  
Casting Time: 1  Area of Effect: 10 cubic feet/level  Saving Throw: none
	This spell resembles the fog cloud spell, in that a misty substance 
is created, centred on or moving to assume any form the caster desires.  
The major difference that the darkmist spell has with fog cloud is that the 
mist formed is completely black, dark, like a small part of night.  This 
bizarre spell was created by an apprentice trying to cast a darkness 15' 
radius spell.  When it goes into effect, a black cloud of mist flows from 
the casters outstretched fingers, moving quickly to cover the specified 
area.  Up to 10 cubic feet of area can be covered per level the caster has 
attained.  The mist can be directed to move, up to 60' per round (not 
combat).  Another interesting capability of the spell is to shroud one or 
several objects in darkmist.  Up to 30 square feet and 1 object per level 
can be affected.  If cast on a character at night, it renders them 
invisible.  It is also useful for hiding objects in dark places.  If cast 
on a character, the caster is allowed to specify if they want the 
character's eyes to be covered or not.  If cast on an enemy, the darkmist 
can be directed to blind them, which can be especially useful on flying 
creatures.  Creatures are allowed a save vs. spell to avoid this effect.  
Blinded creatures have a -4 penalty to hit rolls and armor class.  The 
mist can be directed to cover just the heads or any other part of a 
creatures body.  The spell also provides a quick way to hide a fire.  
Anywhere that darkness could be used to impair, impede or frighten a 
creature, the darkmist spell has a place. 
	The material components for this spell are some soot created from 
a fire of nightshade gathered at night.  Though nightshade is used, the 
mist in the spell is in no way poisonous.

2nd level - Chaos Mask (illusion/phantasm)*
Range: touch  Components: V,S,M  Duration: 1 turn + 1 turn/level  Casting 
Time: 1 round  Area of Effect: person touched  Saving Throw: neg.
	This is a modified version of the change self spell.  The major 
differences are that it can be applied to others and that the effects are 
completely random.  When the chaos mask spell is cast, the features of 
the recipient shift into one often completely different.  As mentioned 
above, the effects are completely random, and no disguise created with the 
chaos mask is ever duplicated.  The DM can devise her own tables to 
determine the exact effects of the spell.  The tables below are for 
reference, and can be altered to suit the campaign or the tastes of the 
wizard or the DM.
	
  d4 roll    Apparent Sex	
    1-2       male
    3-4	      female

  d6 roll    Apparent Height
    1-3	      Taller (roll 1d12 for inches taller)
    4-6       Shorter (roll 1d12 for inches shorter)

  d20 roll   Apparent Race
     1        Troll 
     2        Gnoll
     3        Kobold
     4        Goblin
    5-6       Hobgoblin
    7-12      Human
   13-15      Half -elf (80%) -orc(15%) -ogre(5%)
   16-17      Halfling
    18        Gnome
    19        Dwarf
    20        Elf

  d8 roll    Apparent Weight
     1        Much lighter (10-100 lbs)
    2-3	      A lot lighter (5-50 lbs)
    4-5	      Lighter (2-20 lbs)
    6-7	      Heavier (2-20 lbs)
    8-9	      A lot heavier (5-50 lbs)
    10        Much heavier (10-100 lbs)

  d20 roll   Apparent Eye Color
     1        White eyes (appears blind)
    2-3	      Pale blue eyes
     4        Green eyes
     5        Dark blue eyes
    6-7       Light brown eyes
    7-10      Dark brown eyes
     11	      Black eyes
   12-13      Grey eyes
   14-15      Yellow eyes
     16	      Red eyes
     17	      Silver
   18-19      Purple eyes
     20	      Two different color eyes (roll twice 
               more, ignoring rolls of 20)   
	
  d10 roll   Apparent Hair Color	
     1	      No hair 
    2-3       Blond hair
     4        Black hair
    5-6	      Brown hair
     7        Red hair
    8-9	      White hair
    10	      Very thin (50%) or very thick (50%) hair of 
               the next color rolled (ignore rolls of 10)

  d10 roll   Apparent Class/Proffession
     1        Wizard equipment, clothing
     2        Priest equipment, clothing
     3	      Fighter equipment, clothing
    7-10      Commoner equipment, clothing (of random trade)
    10        Priest equipment, clothing

	The wizard can opt to produce only random human, demihuman or 
humanoid characteristics.  The tables above combine the two.  If a weight 
modifier affects a creature in such a way as to make them weight 30 or 
less pounds, that creature becomes invisible as the spell.  
	The material components for this spell are a hair and a piece of 
thread or cloth taken at random from some creature.  These components are 
placed together with chalk dust and mixed in a tiny pot containing three 
different paints.  The mixture is rubbed on the cheeks of the spell 
recipient at the casting and are consumed when the spell is complete. 
However, the wizard can opt to make a larger quantity of the paste, and 
only use a little each time (which is much quicker in the long run).


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