2nd Level Spells

Augury
Area of Effect: Caster
Range: Caster
Casting Time: 2 rounds
Duration: Instantaneous

Casting an augury allows the cleric to discern minor omens, indications of what might be in the future. The spell requires a focal point that will allow the omens to manifest—a set of sticks made from dragon’s bone or gold is the most common focus for the spell. It is possible to derive omens from tea leaves, but a pearl worth 100 gp must be crushed into the infusion. The divination power of an augury is not strong; it will only gather omens from the pattern of the next 3 turns (30 minutes), and can only indicate whether a future action will result in weal or woe to the party. The base chance for correctly interpreting the omens is 70% plus an additional 1% per level of the caster.

Chant
Area of Effect: 30 ft radius centered on caster
Range: 0
Casting Time: 1 turn
Duration: Indefinite (duration of chant)

Once the spell is cast, the cleric must maintain a sonorous chanting of holy words and prayers, which not only lend divine favor to the cleric and his or her allies but also bring disfavor to their foes. For so long as the cleric remains stationary and continues to chant, his or her allies (within the area of effect) gain a bonus of +1 to all attack rolls, damage rolls, and saving throws. Enemies within the spell’s area of effect also suffer a -1 to all such die rolls. If the cleric sustains damage, is grappled, or is in some way silenced, the effect of the spell will end.

Continual Light
Area of Effect: 60 ft radius sphere
Range: 60 ft
Casting Time: 2 segments
Duration: Permanent
Saving Throw: See below

This spell brings into being a bright, magical illumination almost sufficient to rival the light of day. In all respects, the spell is identical to the first level cleric spell light, but its effects are permanent until dispelled. The light cast is greater than that produced by a light spell, extending 60 ft into the darkness. The magic user spell cannot be used to create continual darkness.

Darkness (15 ft radius)
Area of Effect: 15 ft radius sphere
Range: 10 ft/level
Casting Time: 2 segments
Duration: 1 turn +1 round/level
Saving Throw: See below

This spell creates an area of utter darkness that prevents all natural vision, even infravision. The spell’s effect is neutralized by (and neutralizes) the counteracting effect of a light or continual light spell.

Detect Charm (Reversible)
Area of Effect: See below
Range: 30 ft
Casting Time: 1 round
Duration: 1 turn

This spell reveals to the cleric whether a creature is subject to a charm spell. The spell’s magic can discern a charm (or lack thereof) on up to ten creatures. The reverse of the spell conceals the existence of a charm, but affects only one creature.

Detect Evil (Reversible)
Area of Effect: Path 10 ft wide, 60 ft long
Range: Caster
Casting Time: 2 segments
Duration: 5 rounds/level

This spell allows the magic user to detect emanations of evil (or good, in the case of the spell’s reverse) within the spell’s area of effect, a beam-like pathway. The spell detects evil, not danger, so it will be useless to discover such things as a mindless trap or a poisoned wineglass. Neither will it detect a cursed item unless the nature of the curse is such that the cursed item becomes inherently evil.

Detect Invisibility
Area of Effect: Path 10 ft wide, 10 ft long/level
Range: Caster
Casting Time: 2 segments
Duration: 5 rounds/level

This spell allows the caster to see that which is invisible or hidden, and also to perceive the astral and ethereal planes. The spell’s sight is limited to the stated range of 10 ft/level.

ESP
Area of Effect: 5 ft radius/level (maximum of 90 ft)
Range: Caster
Casting Time: 2 segments
Duration: 1 round/level
This spell allows the caster to overhear the surface thoughts of any thinking being in the spell’s radial area of effect. The caster need not be able to see the creature whose thoughts he is reading; the spell can be used to listen beyond a closed door. The spell cannot penetrate more than two ft of stone or more than two inches of any metal, and it is foiled by even a thin sheet of lead.

False Trap
Area of Effect: One object
Range: Touch
Casting Time: 3 rounds
Duration: Permanent

By means of this spell, the mage weaves an illusion around an object, making it appear trapped to any normal inspection (such as by a thief). Any such examiner has an 80% chance of finding and believing the false trap. This likelihood decreases by 3% per level of experience of the thief. Furthermore, if a thief attempts to remove the illusory trap, believing it to be real, there is only a 20% likelihood that the illusion will be dispelled or exposed by these efforts. In this case, the thief, seeing the illusion unchanged, will usually conclude that the attempt to remove the “trap” has failed. Only one false trap may be placed within a 50 ft radius, and if two items bearing this illusion come within 50 ft of each other, both will be dispelled.

Find Traps
Area of Effect: 10 ft wide path
Range: 30 ft
Casting Time: 5 segments
Duration: 3 turns

This spell permits the cleric to discern the existence of traps, both of magical and mechanical nature. The cleric must be looking at a trap in order to perceive it.

Fool’s Gold
Area of Effect: 1 cubic ft/level
Range: 10 ft
Casting Time: 1 round
Duration: 6 turns/level
Saving Throw: See below

This spell achieves the much sought-after goal of transmuting copper or brass into gold. Regrettably, the effect is temporary, but an amoral caster might seek to shift the consequent feelings of regret onto another person than him or herself. Whatever motives drive the caster, he or she may use this spell to transmute roughly 2,000 copper coins (about a cubic foot) per level into a metal that closely resembles gold. Anyone viewing this metal has a chance to notice that it is not truly gold. If the result of d20 plus the caster’s level is equal to or less than the observer’s intelligence, the fraud is detected (the GM may pick a representative number for creatures whose exact intelligence is not known, or roll a die). By combining expensive material components with the spell, the caster can make it more likely that the gold will seem true—conversely, there are mundane methods that give a chance to detect this very spell, such as striking the “gold” with cold iron (10% chance of changing the metal back). The GM will decide for his or her campaign exactly what can be done to improve and detect this spell.

Forget
Area of Effect: 1-4 creatures in a 20 ft square area
Range: 30 ft
Casting Time: 2 segments
Duration: Instantaneous (permanent)
Saving Throw: Negates

This extremely potent spell causes the victims to forget events of the immediate past. The spell obliterates memory of the last round plus one additional round per three levels. The caster decides which creatures in the spell’s area to affect, and these must make saving throws or suffer the loss of memory. The caster may designate 14 creatures as the targets of the spell. If one is targeted, the saving throw is made with a -2 penalty; if two are targeted, the penalty is -1; and if 3 or 4 creatures are targeted they suffer no penalty to the saving throw. Lost memories can only be restored by heal, restoration, or wish; the spell’s effect is not subject to being merely dispelled.

Hold Person
Area of Effect: 1-3 creatures
Range: 60 ft
Casting Time: 5 segments
Duration: 4 rounds +1 round/level

A hold person spell completely immobilizes up to three medium-sized or smaller persons for the spell’s duration. The cleric decides how many of his or her foes he or she will target with the spell. If there is only one target, the saving throw is made at -2; if two, each makes the saving throw at -1; and if the cleric seeks to hold three enemies, each makes its saving throw with no penalty. If a magic item or spell operates partially to negate the effects of paralysis, failing the save will have the effect of a slow spell rather than completely immobilizing the target. Creatures affected by this spell include humans, demi-humans and humanoids. Ultimately, it is in the discretion of the GM to decide if a creature is considered a “person” for the purposes of this spell. Persons held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage.

Invisibility
Area of Effect: One creature
Range: Touch
Casting Time: 2 segments
Duration: See below

When the words of this spell are completed, the recipient and all he or she carries fade from sight, becoming invisible. Even infravision cannot detect an invisible creature. The spell remains in effect until the invisible creature attacks someone, the caster ends the spell, or the magic is dispelled. Note that the spell does not make the recipient any more quiet than normal, nor does it eliminate scents. The invisible person can see him or herself, but the caster (unless they are one and the same) cannot. The spell cannot be cast upon an unwilling subject.

Knock
Area of Effect: 10 sq ft/level
Level:
Magic-User 2
Range: 60 ft
Casting Time: 1 segment
Duration: See below

The powerful magic words of a knock spell open doors that are stuck, barred, locked, or even wizard locked. Chains (even those that are welded) and chests will also spring open under this spell. Doors that operate by gravity, such as portcullises, will not be opened by means of the spell. If a door is secured by a number of devices, only two will be opened by the spell; a triple-locked door is proof against a single casting of the enchantment.

Know Alignment (Reversible)
Area of Effect: 1 creature/round
Range: Touch
Casting Time: 1 round
Duration: 1 turn

All creatures are surrounded by an aura that can indicate their alignment, and this spell allows the caster to perceive and read such auras. The auras of up to ten creatures may be examined by use of the spell, and the cleric will be able to identify the exact alignment of each. The reverse of the spell obscures alignment (even against the use of this spell) with respect to one creature for a period of 1 turn, two people for a period of 5 rounds, and so on.

Levitate
Area of Effect: Caster or one creature
Range: 20 ft/level
Casting Time: 2 segments
Duration: 1 turn/level
Saving Throw: Negates

This spell allows the magic user to levitate him or herself or another person, to a maximum weight of 100 lbs/level. The magic user can move vertically up or down at a rate of 20 ft per round, and can levitate another at a rate of 10 ft per round. The spell may be cast upon an unwilling enemy, but in this case the intended target is entitled to a saving throw. The spell does not allow any sort of horizontal movement (aerial agility level I see Chapter III of the OSRIC rule book), but it is possible for a levitated person to pull him or herself along if there is something upon which to gain purchase, such as a wall.

Locate Object
Area of Effect: See below
Range: 20 ft/level
Casting Time: 2 segments
Duration: 1 round/level

Any object (not creature) known or familiar to the caster may be located within the spell’s range. It is not necessary for the caster to have seen the precise object that the spell will locate: if the caster is familiar with ladders in general, he or she may cast the spell successfully to locate any ladder within the spell’s range. The spell is directional, requiring the cleric to turn in different directions in order to sense an object in his or her path. The cleric may move after casting the spell to search a broader area, and need not be in actual line of sight of the object. (In other words, the spell’s effect is not hindered by walls or other such obstacles.) The reverse of the spell may be used to obscure one object from magical detection of virtually all kinds.

Magic Mouth
Area of Effect: One object
Range: See below
Casting Time: 2 segments
Duration: Permanent (until triggered)

This spell is cast upon an object, so that when a set of particular conditions are met, a mouth will appear in the object and speak a specific message. The length of the message cannot exceed 25 words. The magic user can set any condition for the appearance of the magic mouth, but the caster’s power limits the range at which the mouth can detect the triggering events. The mouth can “perceive” events at a range of 5 ft/level, but cannot detect invisible creatures. It has no perceptions other than visual, although it does not actually see. Obviously, a player cannot try to phrase conditions using game terms such as “hit dice,” “class,” “level,” etc. but must use terms that would be familiar to the character.

Mirror Image
Area of Effect: 6 ft radius
Range: Caster
Casting Time: 2 segments
Duration: 2 rounds/level

The mirror image spell creates 1d4 phantasmal images of the magic user, all mirroring his or her actions. The spell’s 6ft radius also becomes slightly blurred to sight, like the reflection of a slightly distorted mirror. The combination of these two magical phenomena makes it impossible to distinguish the images from the caster without aid of a magical nature, such as true seeing. When an opponent makes a successful hit against one of the images, the image breaks up and disappears (the others remain). If an opponent attempts to attack a magic user obscured by this spell, it is randomly determined whether the to-hit roll is directed toward the person or one of the images. At the end of the spell’s duration, the images fade from sight.

Pyrotechnics
Area of Effect: See below
Range: 120 ft
Casting Time: 2 segments
Duration: See below

With any exceptions noted above, this spell is identical to the druidic spell pyrotechnics.

Ray of Enfeeblement
Area of Effect: One creature
Range: 10 ft + 3 ft/level
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: Negates

As this spell is cast, a ray of unpleasant and indescribable color arcs from the caster’s hand to strike the chosen target. No attack roll is required to hit. If the target fails a saving throw, its strength and the effect of all attacks which are dependent upon strength are reduced by 25%. The amount of reduction is increased by 1%/level (to be rounded off in the case of lower-level magic users simply as a matter of convenience). Thus, if an orc is struck with the ray by a level one magic user, the orc would lose 26% (rounded to 25%, at the option of the GM) of its strength. Its to-hit rolls are not affected, but any damage it inflicts is reduced to 75% (or 74%) of the damage rolled (a good GM avoids minuscule calculations that might bog down the game). A ray of enfeeblement may technically reduce the target’s strength below the required minimum to qualify for a class, but its effects are too temporary to affect class choices (so an enfeebled paladin with a temporary strength of 8 retains his or her paladinhood). Any further effects of the reduced strength are determined by the GM.

Resist Fire
Area of Effect: Creature touched
Range: Touch
Casting Time: 5 segments
Duration: 1 turn/level

When this spell is cast, the recipient gains resistance to fire and heat, being able to endure boiling temperatures without discomfort. A person under the influence of this spell can stand unharmed in the middle of a bonfire, and even gains a measure of resistance to magical fire. The subject gains a saving throw bonus of +3 against magical fire, taking one half damage if the save is not successful and one quarter damage if the save is successful. The saving throw is permitted even against attacks that would not ordinarily allow a saving throw.

Rope Trick
Area of Effect: One piece of rope
Range: Touch
Casting Time: 2 segments
Duration: 2 turns/level

This spell enchants a rope to become a portal into an extradimensional pocket of unreality opened by the spell. The rope rises in the air and then hangs, suspended by its connection to the extra-dimensional hideaway. Up to six medium-size people can hide in the space (five, if the rope is to be pulled up and into the space as well). At the spell’s expiration, the inhabitants or contents of the space will fall into normal reality if they have not already departed. True reality is visible through the portal, but cannot be affected from within.

Scare
Area of Effect: One creature
Range: 10 ft
Casting Time: 2 segments
Duration: 3d4 rounds
Saving Throw: Negates

This spell causes terror in creatures of less than 6th level or 6 HD. Such creatures are entitled to a saving throw, which, if successful, allows them to shake off the spell’s effect entirely. If a creature fails the saving throw, however, it will become frozen with terror. If forced, it can fight, but it suffers a penalty of -1 to all attacks, damage, and saving throw rolls.

Shatter
Area of Effect: One object
Range: 60 ft
Casting Time: 2 segments
Duration: Instantaneous
Saving Throw: Negates

This spell causes an item to shatter into pieces. It can affect objects of up to 10 lbs weight per level. Only brittle materials are affected by the spell (glass, earthenware, etc.) excluding magical items of any kind. The item is permitted a saving throw against a crushing blow to avoid destruction.

Silence (15 ft radius)
Area of Effect: 30 ft diameter sphere
Range: 120 ft
Casting Time: 5 segments
Duration: 2 rounds/level
Saving Throw: See below

Casting this spell brings into being an area of complete and utter magical silence in which no sound can be heard. The spell may be cast upon a location in the air, upon a physical object (in which case it will move with the object), or upon a creature (in which case a saving throw is applicable). If the creature makes a saving throw, the area of silence will center upon the space just behind the intended victim.

Slow Poison
Area of Effect: Creature touched
Range: Touch
Casting Time: 1 segment
Duration: 2 rounds/level

This spell is used to slow the progress of poison through the body. Even a person who has died from poison may be revived if he succumbed to the poison within a number of turns less than or equal to the caster’s level of experience. The spell does not eliminate or neutralize poison; it merely slows it. A poisoned creature will lose 1 hit point per turn (but will not fall below 1) during the spell’s duration; once the spell’s protection expires, the victim will suffer the full potency of the poison. The spell is generally used to keep someone alive until the poison can be neutralized completely by other means, such as a neutralize poison spell.

Snake Charm
Area of Effect: See below
Range: 30 ft
Casting Time: 5 segments
Duration: See below

A pattern of gestures made by the cleric in the course of casting this spell creates a hypnotic effect on snakes. Any snake affected by the spell will rise up and begin swaying back and forth, otherwise remaining motionless. A cleric can affect multiple serpents with the spell, up to a total number of hit points equal to the cleric’s own. The spell’s duration depends upon the existing emotions of the snake at the time the spell is cast. If the snake was asleep, the duration of the charm is 1d4 +2 turns; if the snake was awake but not angry, the duration will be 1-3 turns; and if the snake was angry (or attacking), the spell will last 1d4+4 rounds.

Speak with Animals
Area of Effect: One creature within 30 ft of the caster
Range: 0
Casting Time: 5 segments
Duration: 2 rounds/level

When the caster invokes this spell, he or she becomes able to communicate with and understand the “speech” of normal animals (with the exception of mindless creatures). While the spell lasts, the animal (and any other animals of the same type in its company) will refrain from attacking, even if they were initially hostile. Depending upon the nature of the conversation, if the animal’s alignment is neutral or of the same tendency as the cleric’s, the animal may be disposed to help the cleric in some manner. It is important to note that the spell does not permit speech with animals of monstrous or unnatural nature; communication with a monster such as a cockatrice, for example, is beyond the spell’s power. Neither does the spell suddenly imbue an animal with intelligence; the observations and opinions of an animal such as a badger will be appropriate to the animal’s own experiences, motives, and intellectual limitations.

Spiritual Weapon
Area of Effect: Hammer-shaped divine force
Range: 30 ft
Casting Time: 5 segments
Duration: 1 round/level

To cast this spell, the cleric throws a real war hammer into the air, invoking the power of his or her god(s). The real hammer disappears, replaced with a mist-like shape of divine force that attacks at the cleric’s will while the cleric concentrates upon maintaining it (limited, of course, to the duration of the spell). The hammer strikes as a magical weapon for purposes of affecting creatures hit only by magic weapons (as if it were a +1 weapon, with an additional +1 per three levels of the caster), but it has no actual bonus on to hit rolls. The spiritual weapon attacks as if it were wielded by the cleric, at the cleric’s level and with any appropriate to hit and damage bonuses (or penalties). The weapon does damage as a normal war hammer.

Stinking Cloud
Area of Effect: 20 ft radius, spherical cloud
Range: 30 ft
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: See below

This spell creates a nauseating cloud of vapors to billow forth in a location chosen by the caster. All creatures caught within (or later entering) the noxious cloud must make saving throws. Any creature failing to save will be completely unable to act for 1d4+1 rounds, falling to the ground retching and gagging (treated as stunned). A creature that succeeds in making the saving throw may move from within the cloud and be free of the effects after only one round of gasping fresh air (again, being treated as stunned for this round). Even creatures that succeed in making a saving throw cannot do anything within the cloud other than to leave as fast as possible.

Strength
Area of Effect: One person
Range: Touch
Casting Time: 1 turn
Duration: 6 turns/level

This spell increases a person’s strength (affecting the same sorts of creatures as hold person). The recipient’s strength increases by 1d6, and members of the various fighter-type classes gain a +1 to this roll. If the spell is cast upon a monster (such as an orc), the GM is free to rule for convenience that the effect of the spell is to grant +1 to damage, and if the d6 roll is a 5 or 6, a +1 to hit as well.

Web
Area of Effect: 80 cubic ft between anchor points
Range: 5 ft/level
Casting Time: 2 segments
Duration: 2 turns/level
Saving Throw: See below

This spell causes a mass of tough, sticky webs to appear, filling in any open spaces where the webs can be anchored on both sides (floor and ceiling, between walls, etc.), up to the maximum of the spell’s area of effect. Any creature in the area must make a saving throw at a penalty of -2. The effect of a successful saving throw depends upon how close the target is to the edge of the area of effect; if the creature is within five ft of the edge of the spell’s area of effect, the creature has jumped free and is not affected by the web. If the creature is not within five ft of the edge and makes its save, that creature will be able to fight its way through the web at twice normal speed (at a rate of 1 ft per turn if its strength is less than 13) and will have no chance of suffocating. No creature within the area of effect, whether a saving throw is made or not, can cast spells or attack. Any creature that fails its saving throw has a cumulative 5% chance of suffocating per turn. Creatures with a strength of less than 13 that fail the saving throw are trapped within the web and cannot move or act at all. Creatures with a strength of 13-17 are capable of moving through 1 ft of webs per turn. A creature with strength 18+ can move through the web at a rate of 10 ft per turn, and creatures such as dragons virtually ignore the webs, breaking through at a rate of 100 ft per turn. The strands of a web spell are very flammable. If they are ignited, fire will flash through the entire web, dealing 2d4 points of damage to all creatures within and burning away the webs.

Wizard Lock
Area of Effect: 30 sq ft/level
Range: Touch
Casting Time: 2 segments
Duration: Permanent

A wizard lock spell functions similarly to a powerful hold portal spell, except that extra-dimensional creatures cannot pass through a wizard lock as they can a held portal.

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s