The Compiled Grimoire, 2 nd level Wizard spells

Bladeleap
(Alteration)

Range:
10 feet / level
Components:
V, S, M
Duration:
1 round
Casting Time:
2
Area of Effect:
1 bladed weapon
Saving Throw:
None
The Seven Sisters, p. 68
This spell allows the caster to make any bladed weapon fly from her hand to strike at a chosen being. The weapon need not be one that the caster is proficient in, and it strikes only once, with a bonus of +4 on both attack and damage rolls, and is considered a +4 magical weapon for purposes of what creatures it can hit while the spell is in effect.

The weapon is not consumed by the spell, but does not return to the caster or remain under the caster's control. When its attack is made, it falls to the ground. If directed at a target creature beyond spell range, the weapon falls to the ground at the limits of the spell range.

The material components of this spell are the weapon and a hair from the caster or a thread from the caster's garments.

Breath of Bewilderment
(Evocation)

Range:
30 feet
Components:
V, S
Duration:
1 round
Casting Time:
2
Area of Effect:
A cloud 10 feet high, 10 feet wide, and 30 feet long
Saving Throw:
Neg.
The Seven Sisters, p. 68
This spell allows the caster to breathe out a visible cloud of smoking vapor. It dissipates one round later, but all creatures coming into contact with it must make a saving throw vs. poison or be stunned for one round, during which time no coherent, deliberate activity is possible. The caster is never affected by her own breath of bewilderment, or, if she has this spell memorized, by anyone else's.
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
Complete Wizard's Handbook, p. 98
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.

Ghost Blade
(Alteration)

Range:
0
Components:
V, S, M
Duration:
2 + 2d4 rounds
Casting Time:
2
Area of Effect:
1 wooden item
Saving Throw:
None
The Seven Sisters, p. 69
This spell temporarily transforms any wooden object that is longer in one direction than in another and of less than 35 lbs. or so (an average man-sized being must be able to lift it in one hand) into a sword. The sword can be of any one-handed type, from a short sword to a long sword, and is considered a magical weapon for purposes of what it can hit. It inflicts the normal damage of the weapon selected (gaining neither damage nor attack bonuses from the magic), and can be wielded by any being as if she or he were proficient with it.

The caster can cause the magic to end instantly before the spell duration expires. The wooden item - usually a staff, cudgel, furniture leg or tree limb - is never consumed by the spell, and reappears whole at the end of the spell duration even if the ghost blade was broken or bent during use.

The spell's material components are the wooden item, a handful of iron filings, and a drop of water from any pool or body of water once struck by lightning.

Magic Missile Reflection
(Abjuration, Alteration)

Range:
Touch
Components:
V, S, M
Duration:
2 rounds + 1 round / level
Casting Time:
2
Area of Effect:
1 being
Saving Throw:
None
The Seven Sisters, p. 69
This spell was once known as Shalantha's Kiss because that long-ago sorceress of Myth Drannor bestowed its protection on companions in the adventuring band she led by means of a kiss. It weaves an invisible field around the body of the caster or a recipient creature that reflects magic missiles entirely back at their source, so the protected creature takes no harm. The missiles are reflected for full damage unless the source is protected against them.

The spell can be transferred by the protected being to another creature by willing the magic to move and speaking the one-word initial incantation as the new recipient is touched. The incantation is made by the caster as she touches a spell recipient, who probably hears it well enough to repeat it. A being so bestowing the spell need not be a spellcaster. These transfers can be done as often as desired, but only once per round, and only one creature is protected at any given time. The spell duration is not extended or shortened by transfers.

The material component of the spell is a drop of the caster's saliva.

Vocalize
(Alteration)

Range:
Touch
Components:
S, M
Duration:
5 rounds
Casting Time:
1 round
Area of Effect:
One spell-casting creature
Saving Throw:
None
Complete Wizard's Handbook, p. 99
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 spellcaster 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.