The Apprentice’s Companion II:
Second Level Arcana
By Darkgolem
Updated 4/28/07
Second level spells are often not much more damaging or dazzling than
1st level spells, but they tend to have larger areas and less
restricted affects.
Author’s Note: While the
information here is as accurate as possible, distance, casting time,
and damage had to be estimated through experiment. Several tests
of each spell were done before any conclusion was made. It is
possible that some spells are slightly different than results showed,
but all should be very close to exact.
Note regarding clouds and stationary
effects: Several spells of 2nd level--such as Glitterdust, Web,
Fog Cloud and Hypnotic Pattern--are placed in a specific area for a set
duration of time and do not need to be targeted on creatures to be used.
These spells require special use to find their full potential.
Each time a creature enters a one of these spell areas, it is required
to save against it once. Once inside the area of affect, the creature
is not required to make another save until it exits and enters the area
again. Therefore, it is advisable to either place multiples of
this spell next to each other, or lead enemies back and forth into and
out of the spells area.
In addition, stacking these spells on top of each other does not
work. If placed next to each other, then multiple saves will be
required. If placed on top of each other, only one save is
required. Also note that all these spells have a slightly larger
area (about 3 feet, roughly) than their visual affect.
If these guidelines are used, you will find these spells much more
effective and efficient than if simply placed once and no further
strategy is used.
Wizard and sorcerer ratings are a gauge (with 5 being best) of how
worthwhile a spell might be for that class to take.
style="font-weight: bold;">
style="font-weight: bold;">
style="font-weight: bold;">
style="font-weight: bold;">
style="font-weight: bold;">
style="font-weight: bold;">
style="font-weight: bold;">
style="font-weight: bold;">
style="font-weight: bold;">
style="font-weight: bold;">
style="font-weight: bold;">
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: necromancy
Range: medium
Components: verbal
Duration: permanent
Save: will to avoid
Target: foe
Wizard Rating: 4
Sorcerer Rating: 3
Notes: The powers of unlife render an enemy blind. Blindness
causes severe penalties to hit. It is noteworthy in that it
affects undead and has no somatic component (meaning no armor check
penalty). It does not affect vermin or oozes.
style="font-weight: bold; color: rgb(154, 185, 124);">
Endurance
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: transmutation
Range: medium
Components: material, somatic, verbal
Duration: 1 minute per level (extendable)
Target: friend, self
Wizard
Rating: 5
style="color: rgb(0, 0, 0);">Sorcerer
Rating: 2 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: An ally gains greater vitality and stamina,
granting a bonus to
constitution. This spell provides a + 4 bonus to constitution,
which does not stack with items but does with enhancements. style="font-weight: bold; color: rgb(154, 185, 124);">
Strength
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: transmutation
Range: medium
Components: material, somatic, verbal
Duration: 1 minute per level (extendable)
Target: friend, self
Wizard Rating: 5
Sorcerer Rating: 2
Notes: The affected ally gains strength and power, giving
a bonus to
strength. This provides a + 4 bonus to strength, which does not
stack with items but does with enhancements. style="font-weight: bold;">
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium
School: Illusion
Range: short
Components: verbal
Duration: 1 minute per level (extendable)
Target: friend, ally
Wizard
Rating: 4
style="color: rgb(0, 0, 0);">Sorcerer
Rating: 3 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: An ally's outline becomes blurred, granting
a 20% miss
chance This spell is very useful since it provides, in essence,
the equivalent of +4 armor class to yourself and your friends for a
minimum cost.
Grace
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: transmutation
Range: medium
Components: material, somatic, verbal
Duration: 1 minute per level (extendable)
Target: friend, self
Wizard Rating: 5
Sorcerer Rating: 3
Notes: An ally becomes more graceful, agile and
coordinated, giving a
bonus to dexterity. This spell provides a + 4 bonus to
dexterity, which does not stack with items but does with enhancements. style="font-weight: bold;">
Undead
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=ScreenShot00042&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Command Undead"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/ScreenShot00042.sized.jpg"
style="border: 2px solid ; width: 200px; height: 125px;" align="right">
School: necromancy
Range: long
Components: material, somatic, verbal
Duration: special (1 minute per save attempt) style="text-decoration: underline;">
Target: foe
Wizard
Rating: 5
style="color: rgb(0, 0, 0);">Sorcerer
Rating: 3 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: Control is granted over enemy undead,
allowing it to be
commanded to fight. After the initial save made by the target undead,
if affected, the undead receives a new save every minute. This
spell is very effective against skeletons and other mindless undead,
but less so against intelligent undead because of their higher will
saves.
Monster
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: enchantment
Range: medium
Components: material, somatic, verbal,
Duration: 5 seconds (extendable)
Target: foe
Save: will to avoid
Wizard Rating: 1
Sorcerer Rating: 1
Notes: Clouds the mind of an enemy so that it takes no
actions.
While it will affect non-humanoids, it has no affect against giant
vermin, undead or oozes.
Splendor
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: transmutation
Range: medium
Components: material, somatic, verbal
Duration: 1 minute per level (extendable)
Target: friend, self
Wizard
Rating: 3
Sorcerer
Rating: 4 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: An ally becomes more poised, articulate and
personally
forceful, granting them a bonus to charisma. This spell provides
a + 4 bonus to charisma, which does not stack with items but does with
enhancements. Sorcerers may find Eagle's Splendor worth a slot of their
learned list because using it on themselves can increase the potency of
their spells and their pool of spell points. style="font-weight: bold; color: rgb(154, 185, 124);">
Life
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium
School: necromancy
Components: material, somatic, verbal
Duration: 1 minute per level (extendable)
Target: self
Wizard Rating: 4
Sorcerer Rating: 2
Notes: Uses the power of unlife to grant a limited
ability to avoid
death, giving a bonus of temporary hit points. This useful spell
grants 10 + (1 per level) hit points that stack with regular hit points
and constitution bonuses.
Sphere
Cool down (seconds): Wizard 60 Sorcerer 30
Casting Time: medium
School: evocation
Range: shorts
Components: material, somatic, verbal
Duration: 60 seconds
Target: self, positional
Damage: 2d6 fire
Save: reflex for 0 damage
Wizard
Rating: 2
style="color: rgb(0, 0, 0);">Sorcerer
Rating: 2 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: This spell creates a burning ball of flame that
rolls slowly,
burning anything that it touches. This sphere will attack any
opponent it can percieve (it has the normal perception of a low level
creature), automatically, until no other opponents are percieved. It
will otherwise follow the caster around until the duration of the spell
ends. This spell can be used at the same time as summoned monsters and
created undead style="font-weight: bold; color: rgb(154, 185, 124);">
Cloud
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: long
School: conjuration
Range: medium
Components: material, somatic, verbal
Duration: 30 seconds per level (extendable)
Target: foe, positional, breakable
Area: 10' radius sphere
Save: none
Wizard Rating: 3
Sorcerer Rating: 2
Notes: A bank of fog billows out, obscuring the sight of
all targets
within its affect. The penalty to hit from the difficulty seeing
does not appear to affect the caster nor his or her allies, nor does
the cloud prevent seeing or targeting the enemy. Useful against
foes not affected by blindness or enchantment affects, or for long
melee combat.
Cunning
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: transmutation
Range: medium
Components: material, somatic, verbal
Duration: 1 minute per level (extendable)
Target: friend, self
Wizard
Rating: 5
Sorcerer
Rating: 3 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: Ally gains wit, giving a bonus to
intelligence. This
spell provides a + 4 bonus to intelligence, which does not stack with
items but does with enhancements. Wizards may find Fox's Cunning a
valuable spell to keep memorized because using it on themselves can
increase the potency of their spells and their pool of spell points. style="font-weight: bold; color: rgb(154, 185, 124);">
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: fast
School: necromancy
Range: touch
Components: material, somatic, verbal
Duration: 6 seconds/save
Target: foe,
Save: fortitude to avoid
Wizard Rating: 5
Sorcerer Rating: 3
Notes: This spell imbues your touch with negative energy,
allowing you paralyze a single living humanoid. A successful
fortitude save negates this effect." This is a fair spell, but
because it is a fortitude save, it is less useful than hold person or a
similar spell.
style="font-weight: bold;">
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=ScreenShot00052&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="spell"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/ScreenShot00052.jpg"
style="border: 2px solid ; width: 200px; height: 212px;" align="right">
School: conjuration
Range: medium
Area: 10' radius sphere
Components: material, somatic, verbal
Duration: 6 seconds per level (extendable)
Target: foe, positional, breakable
Save: will to avoid effect
Wizard Rating: 5
Sorcerer Rating: 3
Notes: A cloud of golden particles covers everything in
an area,
causing targets to become blind and outlining invisible
creatures. This spell causes permanent blindness in your foes,
but not yourself or party members. During the course of the spell, all
beings in the area of the Glitterdust see only minor outlines. Undead
are blinded while in the cloud of the spell but cannot be blinded
permanently by this spell. Creatures in the dust are granted a 20% miss
chance while in the mist.
Pattern
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium
School: illusion
Range: medium
Area: 10' radius sphere
Components: material, somatic
Duration: 45 seconds (extendable)
Target: foe, positional
Save: will to avoid
Wizard
Rating: 5
style="color: rgb(0, 0, 0);">Sorcerer
Rating: 4 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: A twisting pattern of subtle, shifting colors
weaves through
the air, fascinating targets within it. Much like hypnotism,
this spell is very useful for causing your foes to hold still and do
nothing while you defeat them one at a time. Of note is that the
hypnotism effect does not have a duration, lasting until broken, even
if you should leave and come back later, as long as the instance does
not reset.
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: illusion
Range: long
Components: material, somatic, verbal
Duration: 120 seconds (extendable)
Target: friend, self
Wizard Rating: 4
Sorcerer Rating: 2
Notes: Ally becomes invisible, vanishing from sight, even
from dark
vision. Attacking a target removes the effect. This spell
is does
not prevent detection caused by making noise. style="font-weight: bold;">
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium
School: transmutation
Range: short
Components: verbal
Duration: instant
Target: usable locked door or chest
Wizard
Rating: 4
Sorcerer
Rating: 3 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: Unlocks any lock which could be picked by a
sufficiently
skilled rogue. This spell uses a Open Lock skill of caster level +
caster primary Ability score modifier. Note that there are special
locks which cannot be picked without special circumstances, and this
does not work on any runes or valves, and doors that require a certain
Ability score or higher to use. style="font-weight: bold; color: rgb(154, 185, 124);">
Acid Arrow
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: conjuration
Range: medium
Components: focus, material, somatic, verbal
Duration: 5 seconds per every other level (see text)
Target: foe, positional, breakable
Damage: 1d7 +1 per 5 seconds
Save: none
Wizard Rating: 4
Sorcerer Rating: 3
Notes: Deals continuous damage to attacks with a magical
arrow of
acid. The purpose of this spell is to prevent enemy casters from
casting spells by causing continual concentration checks. Every 5
seconds, the caster takes damage from the acid and must make a
concentration check if casting. While useful for this, it is
otherwise unremarkable.
Resistible Dance
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: enchantment
Range: short
Components: verbal
Duration: 3 seconds per level (extendable)
Target: foe
Save: will save to avoid effect
Wizard
Rating: 3
Sorcerer
Rating: 2 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: Enemies feel an undeniable urge to dance and begin
doing so,
complete with foot shuffling and tapping. This spell makes it
impossible for the enemy to do anything other than caper. This
spell
is very noteworthy in that it can be cast in armor without an armor
check penalty. This spell requires a touch attack. style="font-weight: bold; color: rgb(154, 185, 124);">
Moderate Damage
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium
School: transmutation
Range: medium
Components: somatic, verbal
Target: friend, self
Wizard Rating: 5
Sorcerer Rating: 2
Notes: Transmutes the structure of a living construct
ally to repair
moderate damage. This spell repairs 2d5 + 6 + (1 per level)
damage.
Elements
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium
School: Abjuration
Range: short
Components: focus, somatic, verbal
Duration: 1 minute per level (extendable)
Target: friend, self
Wizard
Rating: 4
Sorcerer
Rating: 2 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: Gives an ally limited protection from elemental
damage,
reducing damage taken. This absorbs 10 points of damage from
every energy-based attack, after saving throws are applied, while in
effect. At level 6 this spell absorbs 20 points of damage, at
level 8 this spell absorbs 30 points of damage. This spell allows
only allows one type of energy to be chosen to be protected against for
each casting.
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: necromancy
Range: medium
Components: material, somatic, verbal
Duration: 9 seconds per level
Target: foe, positional
Area: 10' diameter circle
Save: will to avoid
Wizard Rating: 1
Sorcerer Rating: 1
Notes: Casts cause fear on multiple targets. This
spell suffers
the same problems with targeting that sleep does. The target of the
spell is a set location. Creatures often move out of the way before the
spell takes effect.
Ray
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium
School: evocation
Range: medium
Components: somatic, verbal
Duration: instant
Target: foe, directional, breakable
Damage: 2d7 + 6 fire
Save: none
Wizard
Rating: 5
style="color: rgb(0, 0, 0);">Sorcerer
Rating: 4 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: Blasts a target with fiery rays, doing fire damage
on impact.
This spell requires your opponent to stay in front of you while
casting, and due to the mobile nature of combatants is better at range
than in melee. It is easily the most effective damaging 2nd level
spell. It requires a ranged touch attack to hit. style="font-weight: bold; color: rgb(154, 185, 124);">
Monster II
Cool down (seconds): Wizard 120 Sorcerer 60 style="font-weight: bold;"> href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=ScreenShot00077&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Summon2"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/ScreenShot00077.jpg"
style="border: 2px solid ; width: 200px; height: 180px;" align="right">
Casting Time: long
School: conjuration
Range: medium
Components: material, somatic, verbal
Duration: 2 minutes
Target: self, directional
Wizard Rating: 4
Sorcerer Rating: 1
Notes: Summons a fiendish scorpion to fight for you for a
brief
time. Casting this spell locks out casting any other summon
monster spell for 2 minutes. This scorpion is a mediocre fighter. style="font-weight: bold;">
Of Idiocy
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: short
School: enchantment
Range: touch
Components: somatic, verbal
Target: foe
Save: none
Wizard
Rating: 4
Sorcerer
Rating: 3 style="font-weight: bold; color: rgb(154, 185, 124);">
Notes: Reduces an enemy's mental facilities, giving a
penalty to
intelligence, wisdom and charisma scores. This spell requires a
touch attack to hit. It is fairly useful against enemy spell
casters.
Cool down (seconds): Wizard 4 Sorcerer 2
Casting Time: medium
School: conjuration
Range: medium
Area: 10' diameter circle
Components: material, somatic, verbal
Duration: 40 seconds (extendable)
Target: foe, positional, breakable
Save: reflex to avoid
Wizard Rating: 4
Sorcerer Rating: 3
Notes: Creates a many-layered mass of strong, sticky
strands, trapping
targets within them. This spell is effective in disrupting enemy
spell casters, since they often do not have good reflex saves.
The period of restraint for a failed save lasts for approximately 10
seconds. Note that there is a period of 30 seconds after the
spell has expired where the web partially disappears but appears still
present. Fire creatures and giant kind are immune to webs; fire
spells will damage or destroy a web.
To read the latest guides, news, and features you can visit our Dungeons & Dragons Online: Eberron Unlimited Game Page.