Level 2 Mage Spells

Blur
Level: 2
Casting Time: 1 round
Duration: 8 rounds
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
The caster’s form becomes indistinct and out-of-focus, making it difficult for enemies to determine his current location. The mage’s evade is increased by 15% for the duration, up to the normal evade cap, and he also gains +10% to his Hide skill as his blurred form fades into the background. If he does not have Hide skill, he may attempt it anyway at a 10% success rate.

Cone of Cold
Level: 2
Casting Time: 2 rounds
Duration: Instantaneous
Range: 15’
Area of Effect: A cone emanating from the caster and extending out to the maximum range
Magic Resist: Soak
The mage unleashes a blast of frost from his throat, whipping and flaying his foes with icy winds. The intense cold and lacerating wind causes 3d5 cold damage to all targets in the area of effect. Each affected target is chilled to the bone, causing them to suffer a 5% penalty to hit and to evade for 5 rounds.

Continual Light
Level: 2
Casting Time: 1 round
Duration: 10 minutes
Range: The caster
Area of Effect: A 40’ radius sphere
Magic Resist: N/A
A sphere of brilliant, scintillating light springs into being, hovering over the caster’s shoulder. The sphere sheds warm, brilliant light for the duration, illuminating the area of effect with an intensity equal to sunlight. The sphere has no substance and cannot be effectively attacked, but can be smothered with magical darkness or dispelled.

Crystal Missile
Level: 2
Casting Time: 2 rounds
Duration: 2 rounds
Range: 30 ft.
Area of Effect: One creature within range
Magic Resist: N/A
A large shard of magical, razor-sharp crystal fires from the caster’s hand and lodges itself in the target, dealing 3d6 piercing damage. The crystal then becomes lodged in the target for the duration, causing it to bleed for 2 unsoakable damage whenever it casts a spell or makes an attack. When the duration ends, the crystal shatters into dust and vanishes.

Darkness
Level: 2
Casting Time: 1 round
Duration: 10 rounds
Range: 50’
Area of Effect: A 20’ radius sphere, centered on a point within range
Magic Resist: N/A
At the mage’s command, a globe of darkness springs into being, quashing and suppressing all natural light inside for the duration. Magical light inside the sphere is dimmed, reducing its radius by half. Darkvision is useless inside the cloud of magic dark.

Flame Orb
Level: 2
Casting Time: 2 rounds
Duration: Instantaneous
Range: 40’
Area of Effect: 1 creature within range
Magic Resist: Soak
The mage unleashes a globule of liquid flame from his hand, lobbing it at the target. The blast of flame and heat deals 3d8 fire damage to the target before coming to a spectacular end in a snap of heat and burst of light.

Fuddle
Level: 2
Casting Time: 1 round
Duration: 5 rounds
Range: 30 ft.
Area of Effect: Any two creatures within range
Magic Resist: Evade
The caster fills the targets’ minds with confusing and disturbing thoughts and sounds, distracting them and attempting to foil their concentration. All targets suffer -15% to their concentration rate for the duration, but this effect cannot reduce a target’s concentration below 10%. The targets will also have very disturbing dreams when next they sleep.

Glitterdust
Level: 2
Casting Time: Instant
Duration: Instantaneous
Range: 30 ft.
Area of Effect: A cone emanating from the caster, extending to maximum range
Magic Resist: N/A
With a wave of his hand, the mage sprays a collection of colorful, iridescent grains of dust, coating all targets within the area of effect. The dust is harmless, and washes away easily enough, but it clings to clothing and skin and glistens with any available light. Any invisible or hidden creatures coated with Glitterdust are effectively visible, as the shining particles refuse to disappear. Any attempt to become invisible or hide while coated in Glitterdust automatically fails.

Invisibility
Level: 2
Casting Time: 2 rounds
Duration: 5 minutes
Range: 10’
Area of Effect: One creature within range
Magic Resist: Evade (Helpful)
The target becomes cloaked in a mantle of mana for the duration, rendering it totally invisible to sight. The mantle is fragile, and will shatter if the target takes any hostile action or casts any spell as the mana of spellcasting interferes with it. The targets may interact with objects without breaking the spell, and any object that comes into their direct possession disappears into the mantle with them. Sound is unaffected by the mantle, and the subjects are well-advised to not cause too much distress while they are invisible, to keep the effect from becoming obvious. Any damage dealt to a target will also shatter its mantle.

Knock
Level: 2
Casting Time: 1 round
Duration: Instantaneous
Range: 20 ft.
Area of Effect: One locked portal or container within range
Magic Resist: Special
With a blast of magical force, the caster causes the target to immediately unlock and swing open. Any mundane lock of no less than masterwork quality will be automatically defeated by this spell, and any Hold Portal spells on the target are dispelled immediately. Masterwork locks are allowed a Locksmithing check, at the percentage of the locksmith when they were forged, to hold fast, and more powerful magical protections are permitted a magic resist check at the caster’s percentage.

Mage Sight
Level: 2
Casting Time: Instant
Duration: 10 minutes
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
By enchanting his eyes with pure mana, the mage opens his vision to the manastream. By seeing the pyreflies of those around him, as well as the mana flows around objects, the mage can pierce darkness and magical invisibility. Forms are indistinct and blurry in this vision, and it is ineffective beyond a range of fifty feet. Features and faces are impossible to discern; if the mage is familiar with the subject, they will be able to identify it by fluctuations of its pyrefly, but strangers will seem like colorful blobs of the approximate size of their bodies.

Minor Drain
Level: 2
Casting Time: 2 rounds
Duration: Instantaneous
Range: 20 ft.
Area of Effect: One living creature within range
Magic Resist: Soak
A beam of sickly blue-black light erupts from the caster’s outstretched fingertip, lancing the target and causing deep rents and flesh wounds to crack and open. The beam deals 3d4 unholy damage to the target, and the caster gains 50% of the total damage dealt as hit points. Any hit points gained over his normal maximum persist for 1 hour or until they are used, and the caster’s eyes glow with a savage red light while he is so bolstered.

Mirror Image
Level: 2
Casting Time: 2 rounds
Duration: 5 rounds
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
With a quick flash of light and shimmer of color, two additional copies of the caster spring into being. The copies mirror the caster’s movements and voice identically, and it is impossible to discern which is real and which is false, even via Mage Sight. Whenever an attack or spell is targeted at the caster, roll a d3. On a 1 or 2, one of the images is struck, and the attack cleaves the image in twain. On a 3, the caster is struck, and the images are unaffected. With one image gone, there is a flat 50% chance that the caster will be struck and a 50% chance that the remaining image will be destroyed. The caster and his images blur and swap places over the duration of the spell, so striking the caster once does not guarantee that the next strike will land true.

Spark
Level: 2
Casting Time: Instant
Duration: 3 rounds
Range: 20’
Area of Effect: All creatures within range
Magic Resist: Soak
With a word and a snap of his fingers, the mage summons a quick burst of light, strobing through various colors before winking out of existence. The snap of light dazzles and blinds the targets, causing them to suffer a -5 to spot checks for the duration, as well as -10% to hit.

Web
Level: 2
Casting Time: 2 rounds
Duration: 5 rounds
Range: 30’
Area of Effect: A 20’ radius circle, centered on a point within range
Magic Resist: Evade
The area of effect is filled with a nest of dense, sticky webbing, entrapping all within it for the duration. Those so entrapped cannot move, evade, or attack without first succeeding on a Strength check for each action to break free of the sticky fibers, and even if they succeed, movement rates are reduced by half while inside the cluster of webs.

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