The following second level spells are castable by a magic-user:
Description: During combat, allows the caster to detect any tremendously-evil combatants (such as demons) within the current encounter area. Normal creatures and even “bad” characters cannot be detected by this spell, as only overwhelming evil is detectable.
Description: During combat, allows the caster to detect any tremendously-good combatants (such as angels) within the current encounter area. Normal creatures and even “goodly” characters cannot be detected by this spell, as only overwhelming good is detectable.
Duration: 1 round (+ 1 round/level)
Description: Typically used in combat, the spell renders the recipient completely invisible and therefore much harder to hit in combat (attacking enemies suffer a -4 on their 'to hit' roll). Invisible characters can still attack as normal.
Target: Selected Locked Exit
Description: This spell opens any locked (including WIZARD locked) doors.
Duration: 0 round (+ 10 rounds/level)
Description: Causes the recipient to quickly levitate 20 feet into the air, high enough to be out of physical reach from most monsters. The spell can only be cast on a willing participant; once airborne, only missile-based weapons can be used by the recipient (at -4 to attack).
Target: Entire Location (all areas)
Duration: 0 round (+ 1 round/level)
Description: Allows the caster to sense the location and direction of a selected item (possession) within the current location (such as a city district or small dungeon). When invoked, a new LOCATE ITEM dropdown will appear within the group of hero-based options that contains a reference to every possession available throughout the location; simply select the item of desire to learn where it may be located.
Duration: 0 round (+ 10 rounds/level)
Description: Creates several illusory duplicates of the caster, each appearing so lifelike that enemy combatants can't tell them apart from the actual caster. Hence, when the caster is attacked (or a spell/effect used), one of the duplicates is actually hit and immediately dispelled, leaving the caster unharmed; only when ALL the duplicates have been dispelled can the caster again be injured in combat. From 1-4 duplicates are generated, plus one for every three levels of the caster (up to a maximum of eight duplicates total).
Target: Selected Combatant
Description: Upon touching a selected combatant, any invisibility possessed by the target is immediately dispelled, making the combatant much easier to hit again.
Description: Causes all light within the current encounter area to be suddenly snuffed-out and plunges the adventuring party in total darkness (the darkness following the party wherever they go). The spell does little to already-darkened places but will extinguish magical light as well.
Description: Creates a spherical region of light--as bright as full daylight--and potentially lasting forever (cancelled only by Permanent Darkness, Antimagic Shell and the like). The spell does little to already-lit areas but will illuminate magically-dark places as well.
Target: Selected Combatant
Duration: 0 round (+ 1 round/level)
Description: Creates the visual illusion of a monstrous creature that, if believed by an enemy party, does 1d6 damage from outright fear and terror. The first enemy of the party attacked receives a saving throw vs. Spells; if successful, the illusion is seen for what it is by ALL enemies and immediately dispelled. Otherwise, the illusion automatically hits and damages a selected enemy target for the duration of the spell.
Target: Half of Combatants
Duration: 0 round (+ 1 round/level)
Description: Creates a many-layered mass of strong, sticky strands that are larger and tougher than spider webs. Those struck must make a saving throw vs. Spells or be rendered immobile and incapacitated.