101 2nd Level Spells (PFRPG) PDF

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Never Cast the Same Spell Twice!

101 2nd Level Spells gives you—yes, you guessed it—101 2nd level spells that will help you realize the vision you've had for your spellcaster.

From spells that are cast as move, swift and immediate actions to curses for each stat, or spells that makes DCs random, 101 2nd Level Spells brings a host of new special effects to your character's spellbook.

Wholly compatible with the Pathfinder Roleplaying Game, 101 2nd Level Spells adds new agonizing choices to the creation of your character's spell list and their advancement without breaking the game.

Pages: 26 (30)

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A good installment of the series


This pdf is 30 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page advertisement, leaving 26 pages for the spells and comes with a printer-friendly extra version, so let's take a closer look at the spells, shall we?

After 4 pages of spell-lists, we are introduced to the new spells. Adhering to my usual format, I'll mention spells that caught my eye, be it positively or negatively and comment on them to hopefully give you a good overview of the content herein. The first spell that I really enjoyed is "Arboreal Archer" - you imbue a tree with limited intelligence and instruct it to e.g. fire volleys of acorns, branches etc. at enemies - that's one staple of fantasy literature I always wanted druids to be able to do - cool. On the mechanical side, we get curses that counter e.g. "Cat'S Grace", "Bull Strength" etc., finally introducing debuffs for the most common buffing spells at low levels. "Confront Outsider" is a bit problematic for me - I am one of the DMs whose campaigns are focused on research and thus, true names of outsiders are carefully kept secrets. This paladin spell grants a bonus to the paladin by forcing a confrontation with an outsider and forcing it to reveal its true name. While the spell is not bad in any way, I personally won't be able to use it due to the amount of mythology on true names I established. I just wanted to mention this in case you're like me - it won't detract from my final verdict.
"Damage Loins", a magical kick to the groin, is sure to see a lot of use in my campaign, if only for the humorous potential. "Delude Divination" is a godsend for beleaguered GMs who suffer from PCs with a lot of detect spells. "Destabilize Magic" is once again a cool spell for those chaos mages among you - detract 10 from magic DCs and add 1d20 -fun and risky! "Examine Coffin", a spell that let's you glance into a coffin MIGHT be a true time-saver, but might also deprive you of the iconic coffin-burst scene - I'm torn on this one.

"Fall up" on the other hand is another spell that just screams "utilize me in creative ways". Nice! "Exploding Critical" adds some force damage to criticals - while not a bad spell, I consider it boring. The same holds true for "Force Club".

"Memory Crystal" lets you deposit a memory in a crystal - story-telling gold. On a rules-side, I think conjuring and undead-devouring yellow slime as per the "Necrophage"-spell should also be accessible to druids."Ride Winds" is another iconic addition. "Righteous Armor" lets you summon your armor, which I consider quite lame, as "Rolling Boulder", which lets you conjure a ball of elemental earth to roll over your enemies. "Silent Ray" is simply a ray dealing sonic damage and "Stone burst" is also rather bland. On the other hand, there is a "Support beam"-spell my players will never leave home without - escaping from collapsing dungeons is just too cool.

"Utter Failure" is a cool one-trick pony spell against PCs. "Web shelter" is another cool idea, especially when e.g. under water and lends itself to some nice ideas by the PCs.

Editing is top-notch, I didn't notice any glitches. Both formatting and layout adhere to the tried-and-true two-column b/w-standard and the artworks are ok. The spells were mostly great, with some truly exceptional and very iconic ones in between. However, I also felt that there are more spells that felt like filler than in other 101-installments. While still being a great book, e.g. 6th or 0-level feels better to me and subsequently my final verdict will be 4 stars - a good selection of new spells to add to your campaign.

A bunch new spells for all classes.


101 2nd level spells by Rite Publishing.

This product is 30 pages long. First two pages is taken up by cover and credits page.

Next it gets into spell lists by class. I will list each class and how many spells they get. (4 pages)
Bard – 30
Cleric – 29
Druid – 27
Paladin – 14
Ranger – 15
Wizard/Sorc – Will break this up by spell school.
Abjuration – 5
Conjuration – 9
Divination – 5
Enchantment – 5
Evocation – 9
Illusion – 11
Necromancy – 15
Transmutation – 15

The next section is spell descriptions, some of the spells are also listed as higher level for other classes. Example Amber Globes is a 2nd level Wiz spell but also a 3rd level Druid spell. This section takes up the bulk of the book.

Some of the spells do similar things to existing spells but in a new and interesting way, like Chaotic Bolt(it does 2d4 dmg and last 1 round per 3 levels and does a random energy type dmg). Others are the polar opposite of current spells, like Bears Curse which lowers Con instead of raising it.

While others are new like Contingent Light Healing, this is a cure light wounds that doesn't cast until the target takes damage. It last 1 min per level. Personally I would have liked to have seen that raised to 10 mins a level. Plus it is not clear if the spell casts at the end of the time limit or not, if no damage was taken. Not that it is likely to matter most times but if cast on someone who was only missing a hp or two it could matter.

A few spells that caught my attention.
Dimensional Hop – short range slightly limited dimension door.
Dire Form – Can turn a familiar or animal companion into a dire version, for a short bit. (+4 str/con and a few other bonuses)
Examine Coffin – lets the caster see a brief glimpse inside of a coffin.
Flexarmor – raises dex bonus and lower skill check/spell failure of armor for a short while.
Hex of Chaos – It gives a new random curse each round for X rounds or until discharged. (some curses stop the process the more potent ones)
Intercept Attack – immediate action spell that causes all damage from a attack to a ally to be applied to you instead.
Nightsnare – single target sleep spell not limited by HD.
Subduing Ray – It does only subdual damage.
Wall of Shadow – blocks sight threw wall and passing threw it can cause entanglement.

It finishes with 2 pages of OGL and ad.

Closing thoughts. I like the book, the art is fair to good. The spells for the most part are very well done. There was a few that I wasn't positive on like Contingent Light Healing where it could have been more clear. Plus like last time there is a couple of spells I think are strong and a few weak. But the vast majority are good and part of my feeling might be based on taste. I am sure some I wasn't fond of others would like. For those looking for new spells for their games at 4.99 I recommend this product. With the few minor errors I am giving this a 4 star. Side note, unless I miscounted twice there is actually a couple more than 101 new spells. I believe I counted 105.

I wanted to thank vic for getting this product up on sale at the Paizo Store

Shadow Lodge

Rite Publishing wrote:
I wanted to thank vic for getting this product up on sale at the Paizo Store

A few questions about this series: do you plan to go all the way to 101 9th Level Spells? What about 101 Cantrips/Orisons?

Dark Archive

Very cool, will have to add this to my side cart.

Kthulhu - I am 99% sure that it was said they planned to eventually go all the way up to 9th level. I don't recall cantrips being mentioned.

Right now our plan is to do 1st-6th level spells and then see what our subscribers want us to do for the next 6 months after that. If sales are as strong for 6th level spells as they were for 1st level spells then I see no reason not to do them. The last discussion I had with my "staff" was to do 7th-9th level as 101 high level spells, but really it will come down to sales numbers and subscriber requests.

The outlook is good though as Feats 101 (321 copies sold), 101 Magical Weapon Properties (144 copies sold) , 101 1st Level Spells (97 copies sold) have all met or exceeded our expectations.

Dark Archive

Rite Publishing wrote:

Right now our plan is to do 1st-6th level spells and then see what our subscribers want us to do next. If sales are as strong for 6th level spells as they were for 1st level spells then I see no reason not to do them.

One subscriber even asked for 101 new domains.

I stand corrected.

A 101 domains would be nice, as would a few other things I can think of. :)

sorry dark mistress I was editing my post :)

Dark Archive

Rite Publishing wrote:
sorry dark mistress I was editing my post :)

No worries I just want this series to do well. I want to see a lot of 101 things.

Dark Archive

And my review is up. I will add it to ENworld and Drivethru soon.

I wanted to thank Dark Mistress for taking the time to do a review of our product.

Oh and to answer you question if you don't trigger the condition then the spell never goes off and the spell does nothing at the end of the duration, course you could always stab yourself.

Reviewed here, on DrivethruRPG and sent to GMS magazine. I'll also post the review on the RPGaggression post dealing with magic.

Dark Archive

Nice review End.

Thx, D_M!

I wanted to thank Endzeitgiest for taking the time to do a review of our product.

Steve Russell
Rite Publishing

Now that Ultimate Magic is out is there any chance of getting the Magus added to the 101 0-6th Level Spell series?


Dark Archive

DougErvin wrote:

Now that Ultimate Magic is out is there any chance of getting the Magus added to the 101 0-6th Level Spell series?


We or I am still waiting on a list for the APG classes. Steve has said eventually Rite Publishing plans to do it. But since it would be a free PDF download likely it is a low priority for them, which is understandable.

You can expect both of those by the end of july.

Dark Archive

I noticed in the spell "Scout's Hike" it says "increases its base land speed by feet". I'm assuming 10 ft. at this point. Is that correct?

yes, my bad.

Does the Guardian Beast follow the caster around for hours or is it stuck in the locale the spell is originally cast? I can't figure out whether the spell is intended to serve a rest-period defence or a adventuring bodyguard.

It moves around with you, and its a bodyguard.

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