Agannazar's Scorcher (SPWI217)
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Agannazar's Scorcher (Evocation)
Level: 2
Range: 20 yards
Duration: Instant
Casting Time: 3
Area of Effect: 2-foot by 60-foot jet.
Saving Throw: None
Upon casting this spell a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3-18 points of damage. There is no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage.
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Value: 200
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Blur (SPWI201)
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Blur (Illusion/Phantasm)
Level: 2
Range: 0
Duration: 4 rounds + 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None
When a blur spell is cast, the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of his saving throws.
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Value: 200
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Contingency - Mirror Image (SPWI298)
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Mirror Image (Illusion/Phantasm)
Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack as it is possible for an enemy to choose the real caster amongst all the images.
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Value: 200
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Daer'Ragh's Mental Agility (MARW201)
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This spell quickens the thought processes of the caster actually allowing him to cast spells more quickly then normally
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Value: 200
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Deafness (SPWI223)
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Deafness (Illusion/Phantasm)
Level: 2
Range: 60 yds.
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.
The deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. Deafened spellcasters have a 50% chance to miscast any spell. This deafness can be done away with by means of a dispel magic spell or a cure disease spell.
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Value: 200
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Detect Evil (SPWI202)
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Detect Evil (Divination)
Level: 1
Range: Visual range of caster
Duration: Instant
Casting Time: 2
Area of Effect: Sight
Saving Throw: None
This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
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Value: 200
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Detect Invisibility (SPWI203)
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Detect Invisibility (Divination)
Level: 2
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 70 foot radius
Saving Throw: None
When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Note: if an invisible creature enters the area of effect after the spell has already been cast, then the creature will remain invisible.
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Value: 200
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Ghoul Touch (SPWI218)
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Ghoul touch (Necromancy)
Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
When the caster completes this spell, a red glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. The touched creature must make a saving throw vs. spell or be paralyzed for 5 rounds.
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Value: 200
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Glitterdust (SPWI224)
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Glitterdust (Conjuration/Summoning)
Level: 2
Range: 10 yds.
Duration: 4 rounds
Casting Time: 2
Area of Effect: 20 ft
Saving Throw: Special
This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 4 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 4 rounds.
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Value: 200
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Horror (SPWI205)
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Horror (Necromancy)
Level: 2
Range: 25 yards
Duration: 1 turn
Casting Time: 2
Area of Effect: 30 foot cube
Saving Throw: Neg.
All enemies within the area of effect when this spell is cast must save vs. spells or flee in terror. Certain creatures are immune to the effects of fear, including all undead.
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Value: 200
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Invisibility (SPWI206)
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Invisibility (Illusion/Phantasm)
Level: 2
Range: Touch
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around him such as opening doors, disarming a trap, or opening a chest. He can, however, cast defensive spells on himself and fellow party members. And if he attacks, he immediately becomes visible, although the invisibility enables him to attack first.
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Value: 200
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Knock (SPWI207)
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Knock (Alteration)
Level: 2
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None
The knock spell opens locked, held or wizard-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.
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Value: 200
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Know Alignment (SPWI208)
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Know Alignment (Divination)
Level: 2
Range: 10 yards
Duration: instant
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
A know alignment spell enables the mage to exactly read the aura of a creature. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if he's evil, green if he's good, and white if he's neutral.
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Value: 200
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Luck (SPWI209)
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Luck (Enchantment/Charm)
Level: 2
Range: 10 yards
Duration: 3 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell is lucky in everything that he does for the next 3 rounds. He receives a 5% bonus to any of his actions. This includes saving throws, to hit chances, thieving skills, etc.
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Value: 200
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Melf's Acid Arrow (SPWI211)
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Melf's Acid Arrow (Conjuration)
Level: 2
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special
By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage. (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, 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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Value: 200
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Mirror Image (SPWI212)
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Mirror Image (Illusion/Phantasm)
Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack as it is possible for an enemy to choose the real caster amongst all the images.
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Value: 200
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Power Word Sleep (SPWI220)
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Power Word, Sleep (Conjuration/Summoning)
Level: 2
Range: 30 yards
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When a wizard calls upon a Power Word, Sleep spell, he causes a comatose slumber to come upon one creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 hit points and gets no saving throw. Magically sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 hit points.
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Value: 200
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Ray of Enfeeblement (SPWI221)
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Ray of Enfeeblement (Enchantment/Charm)
Level: 2
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.
By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance.
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Value: 200
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Resist Fear (SPWI210)
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Resist Fear (Abjuration)
Level: 2
Range: 10 yards
Duration: 1 hour
Casting Time: 1
Area of Effect: 30' radius
Saving Throw: Special
The wizard instills courage in the spell recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.
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Value: 200
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Stinking Cloud (SPWM187) or (SPWI213)
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Stinking Cloud (Evocation)
Level: 2
Range: 30 yards
Duration: 1 turn
Casting Time: 2
Area of Effect: 30-foot radius
Saving Throw: Special
When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be sent reeling and fall down for 1-2 rounds. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A dispel magic will remove the nasea on a particular character, but if they remain in the cloud then they are still subject to its effects.
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Value: 200
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Strength (SPWI214)
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Strength (Alteration)
Level: 2
Range: Touch
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Target creature
Saving Throw: None
Application of this spell increases the Strength of the character to 18 and then adds 50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 strength, then his strength will just be set to 18/00. If a character has a strength between 18/01 and 18/50, then his strength will become 18/50 +original percentage. If his strength is less then 18, then it will just become 18/50. However, this spell will actually lower a character's strength if it is already 19 or more.
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Value: 200
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Summon Cow (SPWM188) or (SPWI299)
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Summon Cow (Summoning)
Level: 2
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 Creature
Saving Throw: None
The spell speaks for itself baby!
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Value: 200
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Vocalize (SPWI219)
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Vocalize (Alteration)
Level: 2
Range: 0
Duration: 1 turn
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effect of silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech - it simply removes a spell's verbal component.
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Value: 200
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Web (SPWI215)
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Web (Evocation)
Level: 2
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 2
Area of Effect: Special
Saving Throw: Special
A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The web spell covers a maximum area of about 30 feet in radius (roughly the same size as a fireball). 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, then the creature is free to move out of the area. A failed saving throw means the creature is stuck in the webs, unable to move. Each round that a creature remains in the web, he must make a saving throw or be unable to move.
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Value: 200
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