| Moderate Level Skills/Spells Second Level. | |||||||||
| Bulls Strength: The subject becomes stronger. The spell grants an enhancement bonus to Strength of 1 d4+1 points, adding the usual benefits to melee attack rolls, melee damage rolls and other uses of the Strength modifier |
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| Cats Grace: The transmuted creature becomes more graceful, agile, and coordinated.The spell grants an enhancement bonus to dexterity of 3 points, adding the usual benefits to AC, reflex saves, and other uses of the dexterity modifier. |
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| Darkness: This spell causes an object to radiate darkness out to a 20-foot radius. Not even creatures who can normally see in the dark ( such as with darkvision) can see in an area shrouded in mgical darkness. Normal lights( Torches, candles, lanterns, and so forth) do not work, nor do light spells of lower level (Flare, Light, Dancing lights). Darkness and the 2nd level spell Daylight cancel each other, leaving whatever light conditions normally prevail in the overlapping of spells. If the spell is cast on a small object that is then placed inside or under a light proof covering, the spell's effects are blocked until the covering is removed. Darkness counters any light spell of equal or lower level. |
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| Darkvision: The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. |
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| Daylight: The Object touched sheds light as bright as full day in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. If the spell is cast on a small object that is then placed inside or undera lightproof covering, the spell's effectsare blocked until the covering is removed. Daylight brought into an area of magical darkness(or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness. |
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| Detect Thoughts: You can detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absenceof thoughts(from conscious creatures with Intellegence scores of 1 or higher) 2nd Round: Number of thinking minds and the mental strength of each. 3rd Round: Surface thoughts of any mind in the area. A targets will save prevents you from reading its thoughts, and you must cast detect thoughts again to have a chance. Creatures of animal intelligence (Int 1or 2) have simple, instectual thoughts that you can pick up. |
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| Flaming Sphere: A flaming sphere spell creates a burning globe of fire within 10 yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe suffer 5 points of aggrivated fire damage. Those within 5 feet of the sphere's surface must also suffer 3 points of heat damage. The sphere moves as long as the spellcaster actively directs it; otherwise, it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles. |
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| Invisibility: The creature or object touched vanishes from sight, even from dark vision. If the recipient is a creature carrying gear, the gear vanishes, too. If you cast the spell on someone else, niether you nor your allies can see the subject, unless you can normally see invisible things or imploy magic to do so. Items dropped or put down by an invisible creature become visible; items picked up dissapear if tucked into the clothing or pouches wworn by the creature. Light however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visable source). Any part of an item that the subject carries but that extends more then 10 feet from it becomes visible, such as a trailing rope. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an "attack" includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perseptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisable being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. |
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| Levatate: Levitate allows you to move yourself, another creature or a object up and down as you wish. A creature must be willing to be levitated, an object most be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally ( genrally at half its base speed). A levitating creature who attacks with a melee or ranged weapon finds itself increasingly unstable. |
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| Melf's Acid Arrow: By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash 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. So at 3rd-5th level, the acid lasts two rounds; at 6th-8th level, the acid lasts for three rounds, etc. |
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| Shatter: The shatter spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a 3-foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage. |
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| Summon Monster II: (Effect)One or more summoned creatures, no two of which can be more than 30 ft apart. as in summon monster I, except you can summon one outsider from the 2nd level list or 1d3 outsiders of the same type form the 1st level list 2nd level monsters summon Celestial eagle (animal) CG Fiendish squid (animal) LE Fiendish wolf (animal) LE Fiendish shark med size (animal) NE Fiendish viper, tiny snake (animal) CE Fiendish hyena, (treat as wolf(animal)) CE Fiendish octopus (animal) CE |
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| Web: A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points--floor and ceiling, opposite walls, etc.--or the web collapses upon itself and disappears. The web spell covers a maximum area of eight 10-foot x 10-foot x 10-foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs. Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round. Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire--torch, flaming oil, flaming sword, etc.--can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed. |
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| Whispering Wind: By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind. |
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