Second-Level Spells

Choke (Necromancy, Conjuration/Summoning)

Range: 30 yards

Components: V, S, M

Duration: 1 round/level

Casting Time: 2

Area of Effect: One creature

Saving Throw: 1/2

By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a human, demihuman, or humanoid, and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1-4 hit points of damage from the choking hands. If the victim makes a successful saving throw, he suffers half-damage each round.

Choke can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from his neck. The victim makes all attack rolls at a -2 penalty while affected by choke.

The material component for this spell is a handkerchief or similarly-sized piece of cloth that has been tied in a knot

Death Recall (Necromancy, Divination)

Range: Touch

Components: V, S, M

Duration: Special

Casting Time: 1 round

Area of Effect: One corpse

Saving Throw: None

This spell enables the caster to visualize the final minutes of the life of any creature or person that died within the previous 24 hours. When the caster touches the subject's corpse, the caster goes into a trance. The caster then has a vision of the final 10 minutes of the subject's life as seen by the subject himself. The vision ends with the last scene the subject saw before he died, at which time the caster awakens from his trance and the spell is over.

The material component for this spell is a fragment from a shattered mirror

Detect Life (Divination)

Range: 10 feet/level

Components: V, S, M

Duration: 5 rounds

Casting Time: 2

Area of Effect: One creature

Saving Throw: None

By use of this spell, the caster can determine if a creature is alive, including creatures in a coma or trance, or under the influence of feign death. Any form of mental protection prevents the effectiveness of this spell, as does any thickness of metal. An inch of stone or wood is treated as 10 feet of open space for the purpose of determining whether the spell functions.

The material components for this spell are a holy symbol and a hair from the head of a newborn animal

Filter
(Abjuration)

Range: Touch

Components: V, M

Duration: 1 turn/level

Casting Time: 2

Area of Effect: 10-foot radius sphere around creature touched

Saving throw: None

This spell creates an invisible globe of protection that filters out all noxious elements from poisonous vapors; therefore, a creature protected by filter takes no damage and suffers no penalties from poison gas of any kind, including those created magically (such as stinking cloud). The exceptions are poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon); in these cases, the creature protected by filter suffers half-damage.

The material components for this spell are a strand of spider web and a scrap of cotton cloth approximately one inch square

Ghoul Touch (Necromancy)

Range: 0

Components: V, S, M

Duration: 1 round/level

Casting Time: 2

Area of Effect: One person

Saving Throw: Special

When this spell is in effect, the caster's touch causes any single human, dwarf, gnome, half-elf, or halfling to become rigid for 3-8 (1d6 +2) rounds unless the victim makes a successful saving throw vs. paralyzation. Additionally, the paralyzed victim exudes a carrion stench in a 10-foot radius that causes retching and nausea. Those within this area who fail to save vs. poison will make their attacks with a -2 penalty until the spell reaches the end of its duration.

The material component for this spell is a small scrap of cloth taken from the clothing of a ghoul or a pinch of earth from a ghoul's lair.

Ice Knife (Evocation)

Range: Special

Components: V, S, M

Duration: Instantaneous

Casting Time: 1 round

Area of Effect: Special

Saving Throw: Neg

This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the ice knife has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). A successful hit causes 2-8 (2d4) hit points of damage. If the ice knife misses its target, consult the rules for grenade-like missiles on pages 62-63 of the Dungeon Master's Guide to determine where it lands.

When an ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of cold damage and become numb for 1-3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature's saving throw by +2.

An ice knife that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the ice knife is touched, it instantly shatters, releasing a wave of cold as described above. If a lost ice knife is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.

The material components for this spell are a drop of water from melted snow and a tiny silver dagger.

Vocalize (Alteration)

Range: Touch

Components: S, M

Duration: 5 rounds

Casting Time: 1 round

Area of Effect: One spell-casting creature

Saving Throw: None

This spell allows the recipient to cast spells that normally require a verbal component without the caster needing to make a sound. Such spells must be cast within the duration of the vocalize spell. This spell is also useful in situations where quiet is desired, or when the recipient is under the influence of a silence spell.

Vocalize does not negate a silence spell, but merely offsets it for the purpose of spell casting; if a spell caster under the effect of vocalize casts a spell that has some audible effect, that sound will be masked for as long as silence remains in force. Vocalize does not affect normal vocal communication.

The material component for this spell is a small golden bell without a clapper

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