AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: 1st Level


Animal Friendship

Sphere: Animal
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 1 animal
Saving throw: Neg.

By means of this spell, the caster is able to show any animal of animal intelligence to semi-intelligence (i.e., intelligence 1–4) that he desires friendship. If the animal does not roll a successful saving throw versus spell immediately when the spell is begun, it stands quietly while the pastor finishes the spell. Thereafter, it follows the caster about. The spell functions only if the customer actually wishes to be the animals friend. If the caster has ulterior motives, the animal always senses them (e.g., the caster intends to eat the animal, send it ahead to set off traps, etc.).

The caster can teach the befriended animal three specific tricks or tasks for each point of intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly.

The caster can use this spell to attract up to 2 hit dice of animals per experience level he possesses. This is also the maximum total hit dice of the animals that can be attracted and trained at one time: no more than twice the casters experience level. Only unaligned the animals can be attracted, befriended, and trained.

The material components of this spell are the caster’s holy symbol and a piece of food the animal likes.

Command

Sphere: Charm
Range: 30 yards
Components: V
Duration: 1 round
Casting Time: 1
Area of Effect: 1 creature
Saving throw: None

This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; hence, a command of “Suicide!” is ignored. A command to “Die!” causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all. Creatures with intelligence of 13 (high) or more, or those with six or more hit dice (or experience levels) are entitled to a saving throw versus spell, adjusted for wisdom. (Creatures with 13 or higher intelligence and six hit dice/levels get only one saving throw!)

Combine

Sphere: All
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: The circle of priests
Saving throw: None

Using the spell, 3-5 priests combined their abilities so that one of them cast spells and turns undead at an enhanced level. The highest level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casks the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. Level increase affects turning undead and spell details that vary with the casters level. Note that the central priest gains no additional spells and that the group is limited to his currently memorized spells.

The encircling priests must concentrate on maintaining the combine effect. They lose all armor class bonuses for shield and dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, the spell is ruined just as if the caster was disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed.

Bless

Sphere: All
Range: 60 yards
Components: V, S, M
Duration: 6 rounds
Casting Time: 1 round
Area of Effect: 50-foot cube
Saving throw: None

Upon uttering the bless spell the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell’s effect; those entering the area after the casting is completed are not).

A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to 1 pound per caster level and the effect lasts until the item is used or the spell duration ends.

Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.

This spell can be reversed by the priest to a curse spell upon enemy creatures that lowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water.