Index of Spells by Level - Blk 2

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Blade of Pain and Fear
    SPC
  Arc 3, Asn 2, Blk 2, Clr 3, Deathbound 2, Sor/Wiz 3  
    General

Creates blade of gnashing teeth.

Boneblade
    Book of Vile Darkness
  Arc 3, Blk 2, Clr 3  
    1 hour

Turns a bone into a magic weapon.

Bull's Strength
Transmutation 1 standard action SRD
Will negates (harmless) - Yes (harmless) Adp 2, Arc 2, Artificer 2, Bestial 2, Blk 2, ChamGwyn 2, Clr 2, Drd 2, Duskblade 2, HB 2, HotD 2, KotC 2, Pal 2, Shu 2, Sin-W 2, Sor/Wiz 2, Strength 2, Vassal of Bahamut 2, Wuj 2 V, S, M/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Str for 1 min./level.

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Cure Moderate Wounds
Conjuration (Healing) [Positive] 1 standard action SRD
Will half (harmless); see text - Yes (harmless); see text Adp 2, APeace 2, Arc 2, Blk 2, Brd 2, BVal 2, ChamGwyn 3, Clr 2, Drd 3, EmBarachiel 2, Healing 2, Hlr 2, HotD 2, Pal 3, Rgr 3, Shu 2 V, S
Instant Touch General
Target: Creature touched

Cures 2d8 damage +1/level (max +10).

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.

Curse of Ill Fortune
    SPC
  Arc 2, Blk 2, Clr 2  
    30 minutes

Subject suffers -3 penalty on attacks, saves, and checks.

Darkness
Evocation [Darkness] 1 standard action SRD
None - No Adp 2, Arc 2, Asn 2, Blg 2, Blk 2, Brd 2, Cavern 2, Clr 2, HB 2, Shadow 2, Slayer of Domiel 2, Sor/Wiz 2 V, M/DF
10 min./level (D) Touch 4 hours
Target: Object touched

20-ft. radius of supernatural shadow.

This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.

Demoncall
    Book of Vile Darkness
  Arc 2, Blk 2, Dem 2, Demonic 2  
    4 hours

You gain +10 on one Knowledge (the planes), Knowledge (arcana)or Knowledge (religion) check.

Demonhide
    SPC
  Arc 2, Blk 2  
    General

The subject gains damage reduction 5/cold iron or good.

Devil's Eye
    Book of Vile Darkness
  Arc 3, Blk 2, Clr 3, Diabolic 2, Sor/Wiz 3  
    30 minutes

You can see even in magical darkness up to 30 feet.

Divine Presence
    CC
  Blk 2, Clr 2, Drd 2, Pal 2  
    General

Gain a bonus on Intimidate checks against those who don't worship your deity.

Eagle's Splendor
Transmutation 1 standard action SRD
Will negates (harmless) - Yes APeace 2, Arc 2, Artificer 2, Blk 2, Brd 2, BVal 2, ChamGwyn 2, Clr 2, EmBarachiel 2, HB 2, Pal 2, Sin-P 2, Sor/Wiz 2, Trade 3 V, S, M/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Cha for 1 min./level.

The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spells effect do increase.

Execration
    CC
  Blk 2, Clr 2  
    General

Target takes a -2 penalty on saves and must take the lower of two rolls on one attack.

Hand of Divinity
    SPC
  Arc 2, Blk 2, Clr 2, Pal 2  
    30 minutes

Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.

Inflict Moderate Wounds
Necromancy [Negative] 1 standard action SRD
Will half - Yes Arc 2, Blg 2, Blk 2, Clr 2 V, S
Instant Touch General
Target: Creature touched

Touch attack, 2d8 damage +1/level (max +10).

When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Shatter
Evocation [Sonic] 1 standard action SRD
Will negates (object); Will negates (object) or Fortitude half; see text - Yes (object) Arc 2, Blk 2, Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2, Wmg 2 V, S, M/DF
Instant Close General
Target or Area: 5-ft.-radius spread; or one solid object or one crystalline creature

Sonic vibration damages objects or crystalline creatures.

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

Summon Monster II
Conjuration (Summoning) 1 round SRD
None - No Arc 2, Blk 2, Brd 2, Clr 2, Dem 2, KotC 2, Sor/Wiz 2, Summoner 2, Wuj 2 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list (Summon Monster I).

Summon Monster Alignment
Celestial giant bee LG
Celestial giant bombardier beetle NG
Celestial riding dog NG
Celestial eagle CG
Lemure (devil) LE
Fiendish squid (1) LE
Fiendish wolf LE
Fiendish Large monstrous centipede NE
Fiendish Medium monstrous scorpion NE
Fiendish Medium shark (1) NE
Fiendish Medium monstrous spider CE
Fiendish Medium viper snake CE

1 May be summoned only into an aquatic or watery environment.

Summon Undead II
    PGtF
  Arc 2, Blk 2, Clr 2, Sor/Wiz 2  
    General

Summons undead to fight for you.

Moderate Temporary Soul Binding
Conjuration (Teleportation) 2 rounds ATB
Will negates (harmless, object) - No Arc 2, Blk 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 V, S, F/DF
10 min./level or until discharged Touch 1 hour
Targets: 1 Creature and 1 item

As Temporary Soul Binding, except the duration is longer.

As Temporary Soul Binding, except the duration is longer.

Veil of Shadow
    SPC
  Arc 2, Asn 2, Blk 2, Clr 2, Sor/Wiz 2  
    30 minutes

Darkness grants you concealment.

Wave of Grief
    Complete Divine
  Arc 2, Blk 2, Brd 2, Clr 2  
    General

Cone imposes -3 penalty on attacks, checks, and saves.

Zeal
    Complete Divine
  Arc 2, Blk 2, Competition 2, Pal 2  
    General

You move through foes to attack the enemy you want.