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- Back; [[Spell Book]]
 
- Back; [[Spell Book]]
 
[[Level Two Spells - Memorized]]
 
  
 
==Level Two Spells - All==
 
==Level Two Spells - All==
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Range: 120' - Duration permanent
 
Range: 120' - Duration permanent
 
Creates a permanent light with 60' diameter that is less than full daylight. It will last forever, unless dispelled. If cast on a creature's eyes, will result in permanent blindness.
 
Creates a permanent light with 60' diameter that is less than full daylight. It will last forever, unless dispelled. If cast on a creature's eyes, will result in permanent blindness.
 
'''Darkness, 15' Radius'''
 
 
Range: 1"/level - Duration: 1 turn + 1 round /level - Save: None - AoE: 1½" radius globe
 
 
This spell causes total, impenetrable darkness in the area of its effect. Infravision or ultravision are useless. Neither normal nor magical light will work unless a Light or Continual Light spell is used. In the former event, the darkness spell is negated by the Light spell and vice versa.
 
  
 
'''Detect Charm'''
 
'''Detect Charm'''
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Allows the caster to move vertically without support. This spell does not allow the caster to move horizontally, though the caster may levitate to a ceiling and use hands to move sideways along the ceiling. Vertical motion is at a rate of 20'/Round.
 
Allows the caster to move vertically without support. This spell does not allow the caster to move horizontally, though the caster may levitate to a ceiling and use hands to move sideways along the ceiling. Vertical motion is at a rate of 20'/Round.
 
'''Locate Object'''
 
 
Range: 60' + 10'/level of caster - Duration: 2 Turns
 
 
The caster must know exactly what object is sought by the spell, though a common type of object may also be sought by this spell. This spell will not locate a creature. This spell points the caster towards the closest occurrence of the sought object within range of the spell.
 
 
'''Magic Mouth'''
 
 
Range: Special - Duration: Special     
 
 
When this spell is cast, the magic-user empowers the chosen object with an enchanted mouth which suddenly appears and speaks the message which the spell caster imparted upon the occurrence of a specified event. The Magic Mouth can speak any message of 25 words or less in a language known by the spell caster, over a 1 turn period from start to finish.
 
 
'''Melf's Acid Arrow'''
 
 
Range: 180 - Duration: Special - AoE: 1 target - Saving Throw: Special
 
 
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. The arrow has no attack or damage bonus, but it inflicts 2d6 points of acid damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d6 points of damage each round.
 
 
'''Mirror Image'''
 
 
Range: 0 (caster only) - Duration: 6 Turns
 
 
Creates 1d4 addition copies of caster that will mimic all of the caster's motions. Any attack on the caster, hits an image instead. The image is hit and destroyed regardless of whether the attack would have been successful against the magic user or not. A hit does no damage to the caster until all of the mirror images have been destroyed.
 
 
'''Ray of Enfeeblement'''
 
 
Range: 10 yards + 5 yards/level - Duration: 1 round/level - Saving Throw: Neg. - AoE: One creature
 
 
By means of a Ray Of Enfeeblement, a magic-user weakens an opponent, reducing strength - and attacks which rely upon it. Man sized opponents are reduced to an effective strength of 5, losing all strength bonuses and suffering -2 to hit, -1 to damage. Other creatures are -2 to hit. If the target creature makes its saving throw, the spell has no effect.
 
 
'''Rope Trick'''
 
 
Range: Touch  Duration: 2 turns/level - Saving Throw: None - AoE: Special
 
 
When this spell is cast upon a piece of rope from 5' to 30' in length, one end of the rope rises into the air until the whole is hanging perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened in an extra-dimensional space, and the spell caster and up to five others can climb up the rope and disappear into this place of safety where no creature can find them. 
 
 
'''Shatter'''
 
 
Range: 60'
 
                                                                                                       
 
The Shatter spell affects non-magical objects of crystal, glass, ceramic, or porcelain such as vials, bottles, flasks, jugs, windows, mirrors, etc. Such objects are shivered into dozens of pieces by the spell. Objects above 100 gold pieces weight equivalence per level of the spell caster are not affected.
 
 
'''Shield Other'''
 
 
Range: Touch - Duration: 5 rounds/level
 
 
This spell is identical to the 1st level magic user spell shield, except it can be bestowed on another by touch.
 
 
'''Stinking Cloud'''
 
 
Range: 30' - Duration: 1 round/level - Saving Throw: Special - AoE: 20' cube
 
 
Causes a billowing mass of nauseous vapours to come into being up to 30' distant. Any creature caught within the cloud must save versus poison or be helpless due to nausea from 2 to 5 turns (d4 + 1). Those which make successful saving throws are helpless only for as long as they remain within the cloud, and for the round after they emerge, because of its irritating effects on visual and olfactory organs.
 
 
'''Strength'''
 
 
Range: Touch      Duration: 6 turns/level      Area of Effect: Person touched
 
 
Increases the strength of the character by a number of points
 
*FIGHTER                1-8 (d8)
 
*MAGIC-USER          1-4 (d4)
 
*THIEF/PRIEST        1-6 (d6)
 
 
'''Web'''
 
 
Range: 10' - Duration: 2 Turns per level
 
 
Creates a mess of sticky strands that are difficult to destroy without fire. It will cover an area 10' x 10' x 10'. Giants and creatures with similar great strength can break through a web in two rounds. A human of normal strength will break through the web in 2d4 turns. Flames will destroy the web in 2 rounds.
 
 
'''Wizard Lock'''
 
 
Range: 10' - Duration: permanent
 
 
This spell will permanently hold any item closed that possessed a lock, infusing that lock with magic to strengthen it. A Knock can open a Wizard Lock without destroying it.
 

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