Mage 2nd Level Spells

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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 ordinary 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 moves target up and down in the air
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