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Dragon Ninja
•ICQ#34140852

Advanced Dungeons and Dragons Spells

Second level wizard spells

Acid Water
Alteration
Components: V,S,M
Range: 20 yards 
Casting Time: 2
Duration: 1 round/level 
Saving Throw: None 
Area of Effect: One gallon/level 
This spell turns water into an acidic substance. If a creature touches this stuff, it takes 2d4 points of damage. If the acid is drunk, it will take 4d4 points of damage. The wizard can do anything in or to the substance without taking any damage. 

Ahrvar's Instant Offensiveness
Enchantment/Charm
Components: V,S 
Range: 120 yards 
Casting Time: 1 
Duration: 2 rounds/level 
Saving Throw: Neg. 
Area of Effect: One person 
This spell affects any single intelligent being it is cast upon. By intelligent being, it is meant any creature with a rudimentary form of spoken language. This includes humans, demi-humans, humanoids, intelligent monsters, etc. The victim receives a saving throw vs. spell to avoid the effect, with the appropriate adjustments due to Wisdom. If the victim fails his save, the 
victim's speech immediately becomes offensive to all who can understand the language the victim is using. The victim, however, only hears what he thinks he is saying, and may become extremely curious as to why everybody is mad at him. The words of the victim become SO offensive, in fact, they act as a low-power Taunt spell, with those hearing and comprehending the victim's speech making a save vs. magic at +4, or else be consumed with a mindless desire to bash the victim's head in. Each person within hearing of the victim will hear whatever would be considered most offensive by them. The wizard is the only one able to hear what is actually spoken by the victim, and is thereby immune to the taunt effect. The components of this spell are the command word, and a subtle pointing motion by the wizard, at the target.

Ahshay's Mystic Mutable Aura
Illusion/Phantasm
Components: V,S,M 
Range: Touch 
Casting Time: 1 round 
Duration: 1 day/level 
Saving Throw: Special 
Area of Effect: One object or person 
This spell creates a magic aura around an object similar to the one from Nystul's Magic Aura. However, it hides not the magic property, but the alignment of the target. The wizard can specify which alignment he wants the object to radiate as well as the strength of the radiation. The higher the level of the wizard the more radical alignment he could place on the object or person. Note that this aura does not change the alignment (if present) of a person or object. This spell foils such spells as Detect Good/Evil, a paladins Detect Evil ability and the spell Know Alignment. It does not change the effect of the Protection from Good/Evil spells. Note that the priest version of True Sight or a Gem of seeing will see through this spell. If the object or person acts in a different way than is indicated by the aura, other people will get a disbelieve check. A wizard with the True Sight spell will now get a true reading from a Detect Evil. The material component of this spell is a sheet of thin silk in an appropriate colour to the alignment being cast. It is consumed completely.

Alkira's Fanfare
Illusion/Phantasm
Components: V, S, M 
Range: 0 
Casting Time: Special 
Duration: 6 hours per level 
Saving Throw: Special 
Area of Effect: Creature touched 
When cast upon the target, the spell seems to have no immediate effect. When a simple condition is met (no ands/ors), a fanfare of no more than 40 beats is suddenly heard around the target. This fanfare can be as simple as a single trumpet blast, or as complex as an orchestral arrangement, depending on the components. The spell then "resets", and the next time the condition is met, the music will play, resetting to the duration of the spell. The condition must be a simple one, and when the condition is met, the fanfare plays. The condition must be a simple "true or false" condition, andmust deal with the target, such as "passes through door", "falls down", or "draws weapon". Subjective conditions, such as "when a good blow has been given", won't work since the spell cannot determine the relative value. This spell may be layered, but the conditions must all be different, reusing a condition dispels the previous casting. Other magic may not be used as a trigger, so this spell cannot be triggered directly by a spell (i.e. "hit with fireball" won't work, but "catches fire" will). The material components are a cylinder made of wax, a needle, and a copy of the music, in the caster's race' standard musical notation. All are destroyed in the casting. This copy of the music is the key to the complexity of the fanfare. Up to 100 instruments may play at once, but the caster must use a separate sheet for each instrument. The caster states which instrument plays each part as the spell is cast. If the sheet music is not available, the caster may hum or whistle the fanfare when casting, but the fanfare is then limited to one instrument, which replays the caster's notes. The more complex the fanfare, the longer the casting time. The base casting time is 2, plus 1 for each instrument that will sound. Thus, a single instrument will have a casting time of 3, while a full 100 piece arrangement will require 102 (about 10 rounds). If the target is unwilling, then they may attempt a savings throw. If the throw is successful, the fanfare sounds once around the wizard, and the magic dissipates. Once cast, the sound will definitely be heard by those within hearing range.
Author: Coyd D. Watters.

Alpha's Moonlight
Evocation
Components: V,S,M 
Range: 5 yards/level 
Casting Time: 1 round 
Duration: 1 turn/level 
Saving Throw: None 
Area of Effect: 10-foot/level radius circle 
This spell creates an area of soft blue-grey light, apparently coming downwards from above. This light effectively washes out all colour, but clear vision is certainly possible within the area of effect. Vision is also possible out to 10 yards beyond the spell's radius, but such vision is dim and shadowy at best. The moonlight does not interfere in any way with infravision, but the nature of the light is such that creatures adversely affected by bright light suffer only half the normal penalties when within the Moonlight and none when within its shadowy fringes. The Moonlight spell may be centered on the wizard, in which case it moves with him. Otherwise, the spell must be cast on an area and is stationary. The material component of this spell is a moonstone that has been exposed to actual moonlight for a full night. 

Alpha's Rainbow beam
Evocation
Components: V,S,M 
Range: 10 feet + 5 feet/level 
Casting Time: 2 
Duration: Instantaneous 
Saving Throw: Neg. 
Area of Effect: One creature 
This spell draws upon the power of the quasi-elemental plane of radiance and brings forth a beam of pure light. The colour of the light making up the beam is normally randomly determined by a roll of a 1d8. However, the wizard has a chance equal to 5% per level of being able to select the colour of the beam (the wizard may not select a multi-hued beam. Such occurs only as the result of an aberration in the magic). The colours of the beams are as follows:
Roll Colour of Beam Roll Colour of Beam
1 red (cold) 5 blue (electrical)
2 orange (heat) 6 indigo (holy water)
3 yellow (acid) 7 violet (force)
4 green (poison) 8 multi-hued beam - roll twice ignoring eights
The beam does a base of 2d6, plus an additional hit point of damage for each level of the wizard (e.g. a seventh-level wizard would inflict 2d6+7 points of damage). Any creature resistant to the attack form indicated by the colour of the beam takes no damage, while a creature vulnerable to the specific attack form (such as heat vs. a yeti) will suffer double damage. A saving throw indicates that the beam has missed and the intended victim is unaffected. Note that the beam may hit a target other than the one intended. Once the beam hits a solid object, it stops, even if that object is transparent. Any creature suffering damage from the spell must make item saving throws if appropriate. The material component of the spell is a small clear gem or crystal prism worth at least 50 GP. 

Alpha's Spark Shower
Evocation
Components: V,S,M 
Range: 0 
Casting Time: 2 
Duration: 1 round 
Saving Throw: ˝ 
Area of Effect: 20 feet long, 5 feet at base, 10 feet at end wedge shape 
The wizard extends his arms and speaks the spell, and a sheet of sizzling purple sparks shoots forth from the wizard's hands. These sparks cause 1d4 points of electrical damage per three levels of the wizard, rounded up, to a maximum of 5d4. Those wielding metal weapons (swords, etc.) or wearing partially metal armour (ring, scale, chain) save at -2 and suffer +1 point of damage per die. Those wearing full metal armour (splint, banded, plate, etc.) save at -4 and suffer double damage. The material component is a bit of fur, glass, and copper.

Alpha's Star Gaze
Evocation
Components: V 
Range: 60 yards 
Casting Time: 2 
Duration: Instantaneous 
Saving Throw: Special 
Area of Effect: One creature/2 levels 
This spell causes a blazing white sheet of light to issue from the wizard's eyes. This sheet will envelop a number of creatures based on the wizard's level. Those who fail a save vs. petrification will be blinded for a full turn. Those who do save are merely dazzled (-2 to hit and +2 to AC) for 1 round, having looked away just in time. Dark dependent creatures such as drow and gray dwarves save at a -4 vs. this spell, and the duration of its effects are doubled.

Alpha's Starblades
Conjuration
Components: V,S,M 
Range: 10 feet + 10 feet/level 
Casting Time: 2 
Duration: 1 round/2 levels 
Saving Throw: None 
Area of Effect: One creature/3 levels maximum 
This spell creates one magical star-shaped bladed weapon for each three levels of the wizard, up to a maximum of seven. The wizard may then throw these as weapons, out to the spell's maximum range. They are treated as Slashing weapons with respect to effectiveness vs. armour, and the wizard's to hit rolls with them are at +3, in addition to any bonus for high Dexterity. Each Starblade that strikes causes 2d4 points of damage, +2 vs. creatures with powers drawing on the negative material plane or plane of shadow. The material component is a small silver star.

Ambient Light
Alteration
Range: 60 yards
Components: VS
Duration: 1 turn/level
Time: 2 
Effect: 20-yard radius globe
Saving Throw: None 
This spell is in many ways similar to the first-level spell Light (q.v.). With an Ambient Light spell, while there is a centre for its sphere of effect, there is no point of light at this centre - the intensity of the light is consistent throughout the entire globe. The light is even behind objects or walls, in a closed chest, in fact, everywhere in the area of effect. Therefore, absolutely no shadows exist. The spell has a number of  interesting effects because of this; for example, if cast in a hallway, the light would extend through a door or wall into an adjacent room (or even into secret tunnels below the hall) up to the full area of effect. Just beyond the 20-yard radius globe, reflected light from the actual area of effect lights up 5 feet further. This is much dimmer than the globe, is very shadowy (if there is something to cast one), and fades off into complete darkness (assuming, of course, the area would be dark without this spell). One obvious advantage of the spell is to make hiding in shadows impossible within the area of effect.

Anaemia
Alteration, Necromancy
Components: V, S 
Range: 0 
Casting Time: 7 
Duration: Permanent 
Saving Throw: Negates 
Area of Effect: Creature touched (up to 1 HD per level) 
By means of this spell a wizard can cause the target creature to lose the majority of its blood, putting on the borderline of having bled to death. The creature immediately begins to feel incredibly cold and, if warm-blooded, lose three points of Dexterity due to shivering and general lack of energy. If cold-blooded, it will go catatonic as its body temperature sinks to room temperature (60F or 16C or less); the time this takes should be logically assigned by the DM given the prevailing conditions (windy, underground, etc.).
In addition, the long term effects are that the target creature will suffer the loss of one point of Strength and Constitution for up to a full week after recovery (any Strength 18 score will drop to 17). Recovery will begin with the commencement of eating high iron, high protein foods. Recovery itself will take at least a week. Thus the effects of the blood loss will hang on for at least two weeks.
Other immediate effects will be that all piercing and slashing damage taken will be at 1˝ times the value, this being due to the fact that these attacks cause the victim to lose more of what they don't have, blood.
There is a minor difference between the necromantic and transmuter versions of this spell. Transmuters require a vampire tooth that they must touch to the spell's target. This tooth will only work for as many tries (not necessarily successful castings or attacks) as the level of the wizard when he acquired the tooth. Necromancers do not need a material component for this spell. Only necromancer specialists can learn the necromancer version.
Author: Al Singleton.

Annoyance
Illusion
Components: V,S,M 
Range: 5 feet/level 
Casting Time: 2 
Duration: 1 round/level 
Saving Throw: Special 
Area of Effect: One creature 
This is a more powerful version of the first-level spell Minor Annoyance, in that it creates the illusion of a bumblebee flying into the victim's ear. The victim only gets one saving throw; if successful, the annoyance lasts for only one round. The spell's effects start at the beginning of the next round, just like Minor Annoyance. The material component of this spell is a dead insect. If an actual dead bumblebee is used, the victim's saving throw is made at -2.

Anti "Anti Magic" Magic Shell
Evocation
Components: V, S, M 
Range: 0 
Casting Time: 1 round
Duration: 1 day per level 
Saving Throw: Special 
Area of Effect: Creature or item touched 
By means of this spell, an invisible shell of magic is created around a creature or item. The shell is easily detected or dispelled. In fact, it is there to be dispelled. If an item entreated with this spell is the recipient of a dispel magic, passes through a dispel magic zone, passes through an anti magic shell, etc., the anti "anti magic" magic shell is destroyed immediately. The item inside the shell, in essence, got a free saving throw. Any further attempts to dispel the item are treated normally.
The spell will create one shell per 3 levels of casting ability, and up to 5 shells may be placed on any one item or creature, but only from the same casting. I.e., Melvin the mage, who is 6th-level and has 2 spells to cast, can place one shell on each of 4 items, or 2 shells on each of 2 items, but not 4 shells on one item.
A shell placed on a magical creature protects that creature but not its possessions. In the event of an item or creature with multiple shells caught inside an anti magic shell, dispel magic zone or similar; each shell is stripped off at the very beginning of each round. Unwilling creatures or intelligent items are allowed a saving throw versus spell to negate the shell. The material component is a down feather inside as many small silk pouches as the caster can cast shells. A pouch disappears for each shell destroyed.
Author: Rapheal Goots.

Anvil Fall
Alteration
Components: V 
Range: 10 yards/level 
Casting Time: 1 
Duration: 1 round/level 
Saving Throw: Neg. 
Area of Effect: Special 
When this spell is cast, the creature(s) or object(s) affected immediately assume the mass of solid lead. A falling or flying object or creature affected starts to plummet, and damage taken from falling is doubled, i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a height of 100 feet. The Anvil Fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum original weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the wizard.
A Feather Fall cast upon a creature or object under the influence of an Anvil Fall will only negate the latter, and the creature then receives only normal falling damage. An additional Feather Fall would then be needed to achieve the normal effect of that spell, and two such spells could probably not be cast in time by a single wizard.
Like a Feather Fall, an Anvil Fall works only upon free-falling, flying, or propelled objects, and cannot affect a sword blow or a charging creature.

Arcane Bolt
Necromancy
Components: S,M 
Range: 60 feet 
Casting Time: 1 
Duration: Instntaneous 
Saving Throw: None 
Area of Effect: One creature 
This spell causes a bolt of magical energy fly from the hands of the wizard and strike an opponent doing a damage of 1d6 HP + 1 HP per level. The material component for this spell is a drop of poison.

Autopsy
Divination, Necromancy
Components: V, M 
Range: 0
Casting Time: 1 turn 
Duration: Special 
Saving Throw: None 
Area of Effect: One corpse touched per level 
With this spell a wizard can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels, the spellcaster can learn more of the target's actions immediately prior to death.
Wizard's Level Maximum Time Dead Maximum Time Frame Allowable
up to 5 1 week 1/10 round
6-7 1 month 1 round
8-10 1 year 1 turn
11-13 10 years 1/2 hour
14-17 1000 years 1 hour
18+ any age 1 hour
The maximum time frame allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (none at 1st, one at 2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others; questions about intent, feelings of participants, etc. are not allowed. To facilitate this, the DM should answer as tersely as possible.
The material component is the corpse (or fragment thereof). The wizard must touch the corpse for the duration of the spell and concentrate deeply. Any interruption will waste the spell and spell charge.
Author: Al Singleton (Isaac Winthrop).

Azalldam's Fabricated Boat
Conjuration/Summoning
Components: V,S,M 
Range: 0 
Casting Time: 2 
Duration: 1 turn/level 
Saving Throw: None 
Area of Effect: Special 
This spell is similar to Azalldam's Fabricated Bridge except it shapes a boat from the conjured shadows instead of a bridge. The wizard may create a boat of 50 square feet per level (up to a maximum of 1000 square feet). The boat will support 100 pounds per level of the wizard; any additional weight will cause the boat to capsize. The spell will last 1 turn for each level of the wizard, or until the wizard ends it. Similar to the Fabricated Bridge spell, the boat may not be disbelieved, but may be dispelled.
The material component for this spell is a small wooden carving of a boat; this carving is not consumed when the spell is cast.

Boiling Globe
Evocation
Range: 5 yards per level
Components: VSM (a piece of volcanic rock)
Duration: Special
Time: 2
Effect: 20-foot radius
Saving Throw: 1/2
This spell forces a 20-foot diameter circular area of water into an extreme boil. All creatures in the area of effect take 1d4 points of damage per level of the caster (maximum of 12d4 points). A saving throw indicates half damage. The water in the globe will drop to a tolerable level on the next round, and then slowly cool down to normal water temperature. Creatures not affected by heat or fire are immune to the effects. Ice will instantly boil under the effects of this spell, as well. The globe can be created anywhere within range of the caster.
Author: Steve Bartell <stevebar@wordperfect.com>

Breath Weapon
Evocation, Wild Magic
Range: caster
AOE: cone, 2ft/ level long, 1/2ft wide at caster, 1ft/lvl wide at end
Duration: instantaneous unless specified
Casting Time: 2
ST: 1/2 damage or as specified
Components:  VS
Damage: 1d 8+2/lvl (not to exceed 1d8+26), or as specified 
This spell was designed to replicate the breath weapon capabilities of powerful creatures.  With each casting of this spell, there is a different effect, rolled randomly.  Creatures especially vulnerable to such attacks sufer double damage. Creatures especially immune to such effects take half damage.

  1. greese (sv or drop all items held; dex or fall; treat as greese spell; no damage)
  2. fire
  3. water (dex or knocked backwards length of cone and take 1/lvl points of damage)
  4. ice
  5. blood (sv or vomit for 1d4+1 rounds)
  6. acid
  7. needles (1/2 damage; no save)
  8. tongue (tongue enlarges, takes the shape of a pitch fork, att +4, dam 1d3+1/lvl, dur 1rd +1/3lvls)
  9. spiked chain(s) issue(s) forth (treat as magic missile)
  10. stinking cloud
  11. vomit (save or stunned for 1d6 rounds)
  12. heat (metal becomes unbearably hot, metal objects must be dropped, metal armour must be removed or wearer takes 1 dam for 5 rds and is slowed; save nulifies)
  13. darkness (2 rounds, infravision does not work)
  14. 4d100 shrooms spout from mouth
  15. poison (save vs. poison for 1/2 damage)
  16. fear (screams of tortured souls; no save; lasts 1 rd/ level)
  17. greek fire (area doused, no damage unless ignighted, full damage when lit, no save availible)
  18. lightning
  19. screech (deafness 1rd/lvl, 1/2 damage; save nulifies deafness)
  20. 1d10 mostly developed feti pop out of the casters mouth and attack {2hp, 20 thac0,MR 3, attack causes 1 dam and con check or diseased for 2rds/ caster level (nausia, attacks -1, dam -1, 2/3 movement,  initative +2) ; effects are cumulative.

Source: Mysrule.

Bugging Insect
Charme
Range: 120 yds
Components: VSM
Duration: until released or squashed
Casting time: 1 round
Effect: one insect
ST: special
The wizard gains control of one insect and can see and hear what the insect sees and hears. Giant and intelligent insects have a saving throw.

Fateful Omen
Divination
Range: 10 yards/lvl
AOE: 1 to 4 creatures
Duration: Special
Casting Time: 4
Saving Throw: special
Components: SM
By casting this spell, the caster manipulates time and energies, causing one specified point to be imbued with the energies of a catoclysmic event. One to Four creatures are magically granted a tie to this monumenous time. There are two variations of this spell. With the first version of this spell, the recipiant recieves a premanition or omen that something important is going to occur his/her current location. If a wisdom check is failed, the recipiant will return to the fated place at the time designated by the caster, not to exceed 1day/lvl beyond the present. Success means that the creature overpowers the urge to return to the site out of common sence. If a successful save vs spell at -3 is made, the recipiant knows that the omen was magically projected (note that it is possible to feel an overwhealming desire to return to the site, and yet still know the omen was magically placed. One to four creatures may be targeted for this version of the spell. For every creature after the first, the save versus spell is at one less negative. The second version of this spell is cast on only one crerature. If a wisdom check is made, that creature can see the area within 30 yards of his/her location at the time of casting. This site comes in the form of a vision (or dream if sleeping) and consumes all of the recipients concentration. The time to be viewed cannot exceed 1 day/3 lvl of the caster, and will last for 1 minute/ level. It is selected by the caster at the time of casting. Creatures resisting this spell recieve a normal save to block the magics. The material component for this spell is a small hourglass worth no less then 10 gp.
Source: Mysrule.

Talking Mist
Alteration
Range: 30 yards
Components: VSM (see below)
Duration: Special
Time: 2
Effect: 20-foot + 10-foot cube of mist or fog/level
Saving Throw: None
The Talking Mist is similar in many aspects to a Magic Mouth and an Animate Mist spell. When a "trigger" occurs (as per Magic Mouth), a mist is created and subsequently animated. The animation is simple on lower wizard levels, but the message which the mist can speak is always under 25 words. All other effects are detailed under Animate Mist and Magic Mouth. The component of this spell is the smoke from a burning paper which has the message written on it. 

Undead Command
Necromancy, Demonology
Range: 0 
Area of Effect: demonic symbol
Duration:  1d10+1 rounds
Casting Time: 3
Saving Throw: None
Components: VSM
When this spell is cast, the caster temporarily imbues a demonic symbol with the ability to grant the priestly ability to command undead.  The check on the turning table is that of a priest at 1/4 th the caster's level. The material component of this spell is a symbol of a powerful demon or devil.  Control of the undead creatures is maintained by the person possessing the symbol.
Source: Mysrule.

Vampiric Seduction
Necromancy, Enchantment/Charm
Range: Eye contact
Area of Effect: one creature
Duration: 1rd/2lvls
Casting Time: 2
Saving Throw: neg.
Components: V
This spell causes one creature to become completely enthralled with the caster, as per a vampire’s charm. The emotional response is somewhat equivalent to that of love, without lust. When charmed, the creature is barely able to take their eyes away from the caster, only doing so at the bidding of the caster. They will obey simple, non-suicidal commands. A successful save vs. spell nullifies the effect.
Source: Mysrule.