2nd-Level Spells

2ND-LEVEL SORCERER/WIZARD SPELLS

Abjur Arcane LockM: Magically locks a portal or chest.
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, Greater F: As alarm, and it works on coexistent planes.
Daggerspell Stance: You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth Lock M: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.
Conj Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Baleful Transposition: Two subjects switch places.
Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
Create Magic TattooM: Subject receives a magic tattoo with various effects.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Summon Undead II: Summons undead to fight for you.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
Chain of Eyes: See through other creatures’ eyes.
Detect Thoughts: Allows “listening” to surface thoughts.
Discern ShapechangerM: Penetrates disguises and identifies shapechanging creatures.
Locate Object: Senses direction toward object (specific or type).
Marked Object: You gain bonus to track a specific being
See Invisibility: Reveals invisible creatures or objects.
Ench Daze Monster: Living creature of 6 HD or less loses next action.
Entice Gift: Subject gives caster what it’s holding.
Hideous Laughter: Subject loses actions for 1 round/level.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.
Evoc Battering Ram: Deals 1d6 damage plus bull rush.
Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
Burning Sword: Weapon gains flaming burst special ability.
Combust: Subject takes 1d8/level fire damage and might catch fire.
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Ethereal Chamber: You entrap an ethereal subject in a chamber of force.
Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: Beam of fire deals 1d4 damage +1/ level.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Force LadderF: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Gust of Wind: Blows away or knocks down smaller creatures.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Rainbow BeamF: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment.
Illus Bladeweave: Your melee attack dazes your opponent.
Blur: Attacks miss subject 20% of the time.
Cloak Pool: Hide a color pool on the Astral Plane from view.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better than it is.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disguise Undead: Change appearance of one corporeal undead.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Phantom FoeM: Subject is always flanked by one creature.
Phantom Trap M: Makes item seem trapped.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light that grows brighter.
Shadow Spray: Deals 4 points of Str damage and dazes.
Wall of Gloom: Shadow barrier obscures vision.
Necro Blindness/Deafness: Makes subject blinded or deafened.
Bonefiddle F: Spectral fiddle bow deals 3d6 damage/round.
Curse of Impending Blades: Subject takes –2 penalty to AC.
Command Undead: Undead creature obeys your commands.
Death ArmorF: Black aura damages creatures attacking you.
Desiccating Bubble: Globe of air damages by evaporating moisture from subject.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Glyph: Glyph wards area, paralyzes victims.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
Ray of Sickness: Subject becomes sickened.
Ray of Weakness: Subject takes –2 on attacks, –10 ft. speed.
Scare: Panics creatures of less than 6 HD.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Spawn Screen: Subject resists being transformed into an undead spawn if slain.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Stolen Breath: Subject has wind knocked out of it.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Trans Alter Self: Assume form of a similar creature.
Augment Familiar: Your familiar becomes more powerful.
Balor Nimbus: Your flaming body damages foes in grapple.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Bristle: Armor spikes attack with wearer.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Earthbind: Subject creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Ironthunder Horn: Intense vibrations trip those in area.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Lively Step: You and allies gain +10 increase to speed
Mountain Stance: Subject becomes hard to move.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scale Weakening: Subject’s natural armor weakens.
Slide, Greater: Move subject 20 feet.
Snake’s Swiftness: Subject immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Speak to Allies: Subjects can converse at distance without moving lips.
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.

2nd-Level Spells

Tenebris Ortus Oghmios