Mage 2nd Level Spells
The spells below are presented in a uniform format, comprising key details that outline each spell's limitations. These particulars include the spell's range, specifying the maximum distance it can affect; its duration, indicating how long the spell's effects persist; the area of effect, defining the dimensions of its influence post-casting; the casting time, which tells you how quickly the spell can be prepared and unleashed, or "discharged"; any potential saving throws, which denote whether targets can resist the spell's effects and the consequences thereof; and a brief description summarizing the spell's magical attributes.
Should you seek more comprehensive information about a particular spell, you can find it by following the provided links. An asterisk (*) serves as a sign that a full explanation of the spell's intricacies necessitates more space than currently available.
Spell | Range | Duration | Area of Effect | Casting | Save | Description |
---|---|---|---|---|---|---|
audible glamer | 120 ft./level | 10 rounds/level | spell range | 1 round | none | creates the sound of multiple creatures |
bind | 40 ft. | 2 rounds/level | 1 creature/level | 1 round | negates | causes the victim's clothes to tighten and constrict |
continual light | 120 ft. | permanent | 60 ft. diameter globe | 2 rounds | none* | creates permanent light |
darkness | 10 ft./level | 2-8 +1 round/level | 15 ft. radius globe | 1 round | none | creates an absence of light |
deeppockets | touch | 6 +1 hour/level | 1 poke/level | 1 round | none | increases the capacity of cloth objects |
detect invisibility | 10 ft./level | 5 rounds/level | 10 ft. path, spell range | 1 round | none | reveals hidden creatures to the caster |
detect malevolence | self | 10 +5 rounds/level | 10 ft. wide, 120 ft. path | 1 round | none | detects potential enemies |
ESP | self | 10 rounds/level | 1 creature/level* | 1 round | none | reads the thoughts of intelligent creatures |
flaming sphere | 10 +5 ft./level | 1 round/level | 5 ft. sphere* | 1 round | objects save | creates a 1 ft. globe of normal fire |
fool's gold | 10 ft. | 3 hours/level | 1 lb. of metal/level | 1 round | none | fools observers into seeing gold metal |
forget | 30 ft. | permanent* | 30 ft. diameter circle* | 1 round | negates | wipes the memory of those affected |
invisibility | touch | special | 1 creature | 1 round | none | causes a creature to become invisible |
irritation | 10 ft./level | 1 round/level | 1 creature/level | 1 round | negates | causes an itching sensation to seize control of a victim |
knock | 30 ft. | 1 hour | 1 portal/level | 1 round | none | enables the opening of stuck, mechanically locked or held doors |
know intent | self | 10 rounds | 10 ft./level* | 1 round | none | reveals future intent of others |
Leomund's trap | touch | permanent* | 1 object | 1 round | none* | creates a false trap that will befuddle searchers |
levitation | touch | 1 creature or object* | 1 object | 1 round | negates | enables recipient to move vertically up and down |
locate object | self | 1 round/level | 120 +10 ft./level | 2 rounds | none | locates an object |
magic mouth | 5 ft./level | until discharged* | 1 object | 1 round | none | creates a message-giving mouth |
material | 20 ft. | permanent | 5 cub.ft./level | 3 rounds | none | creates common materials in their raw form |
Melf's arrow | 60 ft. | until contact | 1 arrow | 1 round | negates | creates a magical arrow to strike a chosen target |
mirror image | self | 2 rounds/level | 5 ft. radius | 1 round | none | duplicates the image of the caster |
preserve | touch | one month | 1 cub.ft./level | 1 round | none | keeps food and other materials from spoiling |
protection from cantrips | touch | 1 day | 1 creature or object/level | 1 round | nonee | protects recipients and objects from the effects of cantrips |
pyrotechnics | 60 ft. | 1 round/level | up to 40 ft. from source* | 2 rounds | negates* | transforms an existing fire source |
ray of enfeeblement | 10 +5 ft./level | 1 round/level | 1 creature/level | 1 round | negates | weakens opponents by striking them with a magic ray |
rope trick | touch | 10 rounds/level | 5 ft. rope/level* | 1 round | none | enchants a rope to rise and fix itself |
scare | 40 ft. | 1 round* | 1 creature/level | 1 action point | negates | scares the wits out of creatures, reducing their resolve |
shatter | 60 ft. | permanent | 1 object* | 1 round | none* | causes objects to shatter beyond mending |
stinking cloud | 30 ft. | 1 round/level | 20 ft. diameter, 10 ft. high | 1 round | reduces effect* | creates a cloud of noxious vapour that causes choking |
strength | touch | 6 rounds/level | 1 creature | 1 round | none | increases the strength of the recipient |
web | 5 ft./level | 20 rounds/level | special | 1 round | none | creates a large web curtain with strong, sticky strands |
whip | self | 1 round/level | 10 ft. radius | 1 round | none* | creates a material whip that can be used in combat or to keep creatures at bay |
wizard lock | touch | permanent or until released | one door/level | 1 round | none | enchants doors so that they cannot be opened or meddled with |
zephyr | self | 1 round/level | spreads at 10 ft./level | 1 round | none | creates a draft of air that snuffs flames and beats back gasses |
See also,
Mage
Magical Spell Acquisition
Magical Spell Tables