Level 2

Agannazar's Scorcher (Evocation)
Range: 20 yards
Saving Throw: None
Casting Time: 3
Area of Effect: 2-foot by 60-foot jet.
Duration: Instant

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 is hit by this flame for 3-18 points of damage, as is anyone who stands in the path of the flame. There is no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate damage.

Blur (Illusion/Phantasm)
Range: 0
Saving Throw: None
Casting Time: 2
Area of Effect: The Caster
Duration: 3 rounds + 1 round/level

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 against the caster to be made with -3 penalties. The wizard also gains a +1 to all saving throws.

Deafness (Illusion/Phantasm)
Range: 60 yards
Saving Throw: Neg.
Casting Time: 2
Area of Effect: 1 creature
Duration: Special

The deafness spell causes the recipient to become totally deaf. 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 s cure disease spell.

Detect Invisibility (Divination)
Range: 10 yards/level
Saving Throw: None
Casting Time: 2
Area of Effect: Special
Duration: 4 turns

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, the creature remains invisible.

Ghoul Touch (Necromancy)
Range: 0
Saving Throw: Neg.
Casting Time: 3
Area of Effect: The caster
Duration: 5 rounds

When the caster completes the spell, a green glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is paralyzed by negative energy. The touched creature must make a saving throw vs. spell or be paralyzed for 5 rounds.

Glitterdust (Conjuration/Summoning)
Range: 10 yards
Saving Throw: Special
Casting Time: 2
Area of Effect: 10-foot radius
Duration: 4 rounds

This spell creates a cloud of glittering golden particles within the area of effect. Those 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 after 4 rounds.

Horror (Necromancy)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 2
Area of Effect: 15-foot radius
Duration: 1 turn

All enemies within the area of effect must save vs. spell or flee in terror. Certain enemies are immune to fear, including all undead.

Invisibility (Illusion/Phantasm)
Range: Touch
Saving Throw: None
Casting Time: 2
Area of Effect: 1 creature
Duration: Special

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 wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus the invisible being can walk around and cast defensive spells, but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first.

Knock (Alteration)
Range: Sight of caster
Saving Throw: None
Casting Time: 1
Area of Effect: Special
Duration: Special

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.

Know Alignment (Divination)
Range: 10 yards
Saving Throw: Neg.
Casting Time: 1 round
Area of Effect: 1 creature
Duration: Instant

A Know Alignment spell enables the mage to exactly read the aura of a creature. The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the Know Alignment spell. Evil creatures will glow red, neutrals blue, and friendly creatures will glow green for a brief period.

Luck (Enchantment/Charm)
Range: 10 yards
Saving Throw: None
Casting Time: 2
Area of Effect: 1 creature
Duration: 3 rounds

The recipient of this spell is lucky in every thing that he does for the next 3 rounds. He receives a +1 bonus to any of his actions. This includes saving throws, to hit chances, thieving skills, etc. Melf's Acid Arrow (Conjuration)
Range: Sight of caster
Saving Throw: Special
Casting Time: 2
Area of Effect: 1 creature
Duration: 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 neutralized, 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.

Mirror Image (Illusion/Phantasm)
Range: 0
Saving Throw: None
Casting Time: 2
Area of Effect: 6-foot radius
Duration: 3 rounds/level

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 struck. Each time an attack is made, there is a percentage chance of hitting the mage.

Power Word Sleep (Conjuration/Summoning)
Range: 30 yards
Saving Throw: None
Casting Time: 1
Area of Effect: 1 creature
Duration: 5 rounds

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.

Ray of Enfeeblement (Enchantment/Charm)
Range: Sight of caster
Saving Throw: Neg.
Casting Time: 2
Area of Effect: 1 creature
Duration: 1 round/level

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.

Resist Fear (Abjuration)
Range: 10 yards
Saving Throw: Special
Casting Time: 1
Area of Effect: 1 creature
Duration: Special

This mage spell instills courage in the spell recipient, raising his morale to its highest. The recipient's morale will gradually reset to normal as the duration runs out. If the recipient is affected by magical fear, this spell is negated.

Stinking Cloud (Evocation)
Range: Sight of caster
Saving Throw: Special
Casting Time: 2
Area of Effect: 20-foot radius
Duration: 1 round/level

The Stinking Cloud spell creates a billowing mass of nauseous vapors up to 30 yards away from the wizard. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea, for 1d4 + 1 rounds after leaving the cloud. 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. These poisonous effects can be slowed or neutralized by appropriate magic.

Strength (Alteration)
Range: Touch
Saving Throw: None
Casting Time: 1 turn
Area of Effect: 1 person
Duration: 1 hour/level

Application of this spell increases the Strength of the character to 18/50. The character receives any Strength bonuses appropriate. If a character has higher than 18/50 Strength, then this spell will actually lower the Strength of the recipient.

Vocalize (Alteration)
Range: Touch
Saving Throw: None
Casting Time: 2
Area of Effect: 1 spell caster
Duration: 5 rounds

The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. Only the verbal requirement of spells is deleted. This spell has no effect on other noises or speech - it simply removes a spell's verbal component. This spell is of great use when quiet is desired in spell casting or the individual has been magically silenced.

Web (Evocation)
Range: 5 yards/level
Saving Throw: ½
Casting Time: 2
Area of Effect: Special
Duration: 2 turns/level

A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. 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, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Half strength webs allow for a person to make his way out of the web. He may not make any physical attacks while caught within the web.