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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