Level 2 Spells


Befuddle
Range: 100 ft.
Duration: 2 minutes per level of experience.
Saving Throw: Standard
PPE: 6

An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are -2 to strike, parry, and dodge, actions per melee are reduced by one-half, and all skills suffer a penalty of -20%. Each invocation affects only one person each time it is cast. A successful save vs. magic means the intended victim suffers no impairment.

Chameleon
Range: Self or others by touch
Duration: 18 melees per level of experience.
Saving Throw: None
PPE: 6

This spell enables the affected person to seemingly alter the color and pattern of his clothes and physical body, enabling him to blend into the surrounding environment. Movement destroys the effectiveness of this magic.

One final note, for those who are wondering. Yes, this spell, unlike a true chameleon, can do plaid. :)

Climb
Range: Self or others up to 40 ft. away
Duration: 5 minutes per level of experience.
Saving Throw: None
PPE:

This enchantment enables the enchanted person to climb with exceptional, almost inhuman skill, speed, and agilty. Skill level is 98% for normal rough, climbable surfaces; speed is equal to the speed attribute. Smooth, presumably unclimbable, or extremely difficult surfaces to climb can normally be scaled with a skill level of 60%. Rappelling is included.

Concealment
Range: Small objects up to 40 ft. away
Duration: 5 minutes per level of experience
Saving Throw: Standard
PPE: 6

This magic makes any small object sort of invisible. Actually, it affects the perception of anybody who looks at it. Unless the person makes a successful saving throw, the item cannot be seen. This can be applied to an object on one's person or out int he open. Only one object is affected each time the spell is cast. The object cannot be living and must be smaller than 14 inches in length and height, 6 inches in width, and weight 14 pounds or less. Each person who looks at the item must roll a saving throw vs. magic. Note: if the object is used as a weapon, or picked up, the enchantment is broken.

Detect Concealment
Range: Area effect: 30 ft.
Duration: Instant
Saving Throw: None
PPE: 6

A magic that will instantly negate any concealment spells and reveal any object or person which may have been mystically concealed. Can be directed at a specific area or individual, or made to affect an entire area of 30 ft.

Extinguish Fire
Range: 20 ft. area up to 80 ft. away
Duration: One minute per level of experience.
Saving Throw: None
PPE: 4

The mage can instantly put out up to a 20 ft. area of fire 80 ft. away. A total of 40 ft. can be extinguished every 15 seconds/one melee.

Fear
Range: 20 ft. area up to 100 ft. away
Duration: One minute per level of experience.
Saving Throw: Save vs. Horror Factor
PPE: 5

The invocation creates a sensation of fear over a particular area. The mysic can place the enchantment on an area occupied with people, or an area that is not presently occupied. Anybody entering the area of enchantment must roll to save vs. a Horror Factor of 16. Effects on anyone who fails the Horror Factor save are normal for a HF roll.

Heavy Breathing
Range: 60 ft. away
Duration: 5 melees per level of experience.
Saving Throw: Standard
PPE: 5

The mage is able to conjure a mysterious, frightful sound of heavy, labored breathing, as if something invisible was lurking about. The mage can mentally manipulate the sound, increasing or decreasing the breathng rhythm, and move the sound around up to 60 feet away. The breathng can be heard in a six foor radius. Those hearing the breathingwill become fearful and panicky. There is a 60% chance that the frightened fellw(s) will flee in terror. Those who hear the breathing and do not run will be -2 to strike, and -1 to parry and dodge as they shake in their boots.

Levitation
Range: Up to 60 ft. away
Duration: 3 minutes per level of experience.
Saving Throw: Standard
PPE: 5

Magic levitation enables the invoker of the magic to raise himself, or other people, or an object straight up into the air and suspend it there. Movement is limited to straight up and down, no horizontal motion is possible. Weight is restricted to 200 lbs., plus 20 lbs. per level of experience. Unwilling victims of the magic get a saving throw; those who are successful in the saving throw remain unmoved. Maximum height is typically 60 ft. plus 10 ft. per level of experience. Targets affected can be up to 60 ft. away.

Mystic Alarm
Range: 12 ft. (one object).
Duration: One year per level of experience.
Saving throw: None.
PPE: 5

The arcanist can protect his possessions and domicile by placing mystic alarms on them.. The invocation creates invisible, ward-like symbols on any one specific, non-living object. If this object is touched or disturbed by anyone other than the spell caster, a silent alarm will buzz in the mage's head, alerting him to the intrusion. The alarm will alert him instantly, even if he is thousands of miles away or in another dimension. Once disturbed, the alarms disappear.

Turn Dead
Range: Up to 60 ft. away
Duration: Instant effect.
Saving Throw: Standard
PPE: 6

The utterance of this magic will turn/repel 1D6 animated dead per level of experience. This means that those creatures affected will turn and immediately leave the area without harming the spell caster or anyone near him. The dead turned will not come back for 24 hours. This magic only affects "animated" dead, and skeletons or corpses that are magically animated like marionettes, but will not affect vampires, zombies, or any corpse or skeleton possessed by a living entity.


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