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Level 2 Burning Dawn Spells

Blur

School: Illusion
Level: 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 min per level
Saving Throw: Will Neg
Spell Resistance Yes
The subject's outline appears blurred shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect but a true seeing spell does. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).

Body of the Sun

School: Transmutation
Level: 2
Components: V S DF
Casting Time: 1 standard action
Range: 5 feet
Target: f foot radious centered on caster
Duration: 1 round per level
Saving Throw: Reflex half
Spell Resistance Yes
Fire extends 5 feet in all directions from your body illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4). Adjacent creatures take fire damage each round on your turn.

Cure Moderate Wounds

School: Conjuration
Level: 2
Components: V S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance Yes
When laying your hand upon a living creature you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage

Deific Vengeance

School: Conjuration
Level: 2
Components: V S DF
Casting Time: 1 standard action
Range: 25 feet +5 feet per 2 levels
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Half
Spell Resistance Yes
When you cast this spell you call out to a deity listing the crimes of your target and urging the deity to punish the miscreant. (The target's alignment is irrelevant to the success of the spell). The divine power of the angry deity imposes this punishment in the form of a sharp spiritual blow to the target. This attack hits automatically and deals 1d6 points of damage per two caster levels (maximum 5d6) or 1d6 points per caster level (maximum 10d6) if the target is undead. A successful Will saving throw reduces the damage by half.

Detect Thoughts

School: Divination
Level: 2
Components: V S F/DF
Casting Time: 1 standard action
Range: 60 feet
Target: Cone-Shape emanation
Duration: Concentration up to 1 min per level
Saving Throw: Will Neg
Spell Resistance No
1st round: Detect suface thoughts of conscious creatures with int 1 or higher. 2nd round: Number of thinking minds and the Int score of each. If the mind has an int of 26 or higher or the split is more than 10 the caster is stunned for one round and spell ends. Can scan an area by turning each round.

False Life

School: Necromancy
Level: 2
Components: V S M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 hour per level
Saving Throw: None
Spell Resistance No
While this spell is in effect you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10). Material Component A small amount of alcohol or distilled spirits which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.

Lesser Restoration

School: Conjuration
Level: 2
Components: V S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will Neg
Spell Resistance Yes
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Make Whole

School: Transmutation
Level: 2
Components: V S
Casting Time: 1 standard action
Range: 25 feet + 5 feet per 2 levels
Target: One Object up to 10 cu.ft/level
Duration: Instantaneous
Saving Throw: Will Neg
Spell Resistance Yes
Make whole completely repairs an object made of any substance even one with multiple breaks to be as strong as new (but not warps such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring a chain link a medallion or a slender dagger providing but one break exists The spell does not restore the magical abilities of a broken magic item made whole and it cannot mend broken magic rods staffs or wands. The spell does not repair items that have been warped burned/ disintegrated/ ground to powder/ melted or vaporized nor does it affect creatures (including constructs).

Shield Other

School: Abjuration
Level: 2
Components: V S F
Casting Time: 1 standard action
Range: 25 feet + 5 feet per 2 levels
Target: One Creature
Duration: 1 hour per level
Saving Throw: Will Neg
Spell Resistance Yes
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points such as charm effects temporary ability damage level draining and death effects are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score the reduction is not split with you because it is not hit point damage. When the spell ends subsequent damage is no longer divided between the subject and you but damage already split is not reassigned to the subject. If you and the subject of the spell move out of range of each other the spell ends. Focus A pair of platnum rings (worth at least 50 gp each) worn by both you and the warded creature.

Uncertainty

School: Enchantment / Charm
Level: 2
Components: V M
Casting Time: 1 standard action
Range: 30 yards
Target: 40 foot sphere
Duration: 1 round per leve
Saving Throw: Will Neg
Spell Resistance Yes
Creatures affected by this spell pause in uncertainty before executing their intended actions. In a combat situation this equates to an initiative penalty equal to one-third the spellcaster's level (rounded down). This reaction penalty begins the round after the spell is cast. In a noncombat situation the creature pauses one-third of a round (ahout 20 seconds) per level of the caster before executing an action. The spell affects 2d4 plus one-half the caster's level in Hit Dice or levels of creatures within the area of effect. Each affected creature is allowed a saving throw vs. spell to avoid the effect. Affected creatures that leave the area still suffer the effect until the spell expires. The material component of the spell is a fragment of a turtle's shell.

Undetectable Alignment

School: Abjuration
Level: 2
Components: V S
Casting Time: 1 standard action
Range: 25 feet +5 feet per 2 levels
Target: One Creature
Duration: 24 hours
Saving Throw: Will Neg
Spell Resistance Yes
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

Zone of Truth

School: Enchantment / Charm
Level: 2
Components: V S DF
Casting Time: 1 standard action
Range: 25 feet +5 feet per 2 levels
Target: 20 ft radius
Duration: 1 min per level
Saving Throw: Will Neg
Spell Resistance Yes
Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore they may avoid answering questions to which they would normally respond with a lie or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.