AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: 3rd Level


Remove Curse

Sphere: Protection
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: Special
Saving Throw: Special

Upon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successfuL the spell fails and the priest must gain a level before attempting the remedy on this creature again.

The reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every experience level of the priest using the spell. The curse can have one of the following effects (roll percentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly determines which ability); 25% of the time it lowers the victim’s attack and saving throw rolls by -4; 25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the case of creatures not using tools) – roll each round.

It is possible for a priest to devise his own curse, and it should be similar in power to those given here. Consult your DM. The object of a bestow curse spell must be touched. If the victim is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.

Pyrotechnics

Sphere: Elemental (Fire)
Range: 160 yards
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: 10 or 100 times a single fire source
Saving Throw: Special

A pyrotechnics spell draws on an existing fire source to produce either of two effects, at the option of the caster.

* First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area that also have an unobstructed line of sight to the effect, for 1d4 +1 rounds unless the creatures roll successful saving throws vs. spell. The fireworks fill a volume ten times greater than the original fire source.

* Second, it can cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond two feet. The smoke fills a volume 100 times that of the fire source.

The spell uses one fire source within the area of effect, which is immediately extinguished. An extremely large fire can be used as the source, and it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. This spell does not function under water.

Protection From Fire

Sphere: Protection, Elemental (Fire)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

The effect of a protection from fire spell differs according to the recipient of the magic-either the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.

* If the spell is cast upon the caster, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires such as fiery dragon breath, spells such as burning hands, fireball, fire seeds, fire storm, flame strike, meteor swarm, hell hound or pyro-hydra breath, etc., until the spell has absorbed U points of heat or fire damage per level of the caster, at which time the spell is negated.

* If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and it reduces damage sustained from magical fires by 50%.

The caster’s holy symbol is the material component.

Prayer

Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1 round/ level
Casting Time: 6
Area of Effect: 60-foot radius
Saving Throw: None

By means of the prayer spell, the priest brings &pedal favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest’s enemies suffer -1 penalties. Once the prayer spell is uttered, the priest can do other things, unlike a chant, which he must continue to make the spell effective. If another priest of the same religious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects combine to +2 and -2, as long as both are in effect at once.

The priest needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.

Plant Growth

Sphere: Plant
Range: 160 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

The plant growth spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger than man-sized creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is a square 20 feet on a side per level of experience of the caster, in any square or rectangular shape that the caster decides upon at the time of the spellcasting. Thus an 8th-level caster can affect a maximum area of 160′ X 160′ square, a 320′ x 80′ rectangle, a 640′ x 40′ rectangle, a 1,280′ x 20′ rectangle, etc. The spell’s effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell.

The second use of the spell affects a one mile square area. The DM secretly makes a saving throw (based on the caster’s level) to see if the spell takes effect. If successful, the spell renders plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] x 10%), given a normal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected. This effect lasts only for the life cycle of one season, the winter “death” marking the end of a life cycle even for the sturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of the spring festivals.

Negative Plane Protection

Sphere: Protection, Necromantic
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

This spell affords the caster or touched creature partial protection from undead monsters with Negative Material plane connections (such as shadows, wights, wraiths, spectres, or vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Material plane, possibly offsetting the effect of the negative energy attack . A protected creature struck by a negative energy attack is allowed a saving throw vs. death magic. If successful, the energies cancel with a bright flash of light and a thunderclap. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience or Strength, regardless of the number of levels the attack would have drained. An attacking undead creature suffers 2d6 points of damage from the Positive plane energy; a draining wizard or weapon receives no damage.

This protection is proof against only one such attack, dissipating immediately whether or not the saving throw was successful. If the saving throw is failed, the spell recipient suffers double the usual physical damage, in addition to the loss of experience or Strength that normally occurs. The protection lasts for one turn per level of the priest casting the spell, or until the protected creature is struck by a negative energy attack. This spell cannot be cast on the Negative Material plane.

Meld Into Stone

Sphere: Elemental (Earth)
Range: 0
Components: V, S, M
Duration: 8 rounds • ~dB ro-.:.:-.ds
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated the spell fails and is wasted.

While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stones destruction expels the priest and slays him instantly, unless a successful saving throw vs. spell is rolled.

The magic lasts for 1d8+8 rounds, the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out or the effect is dispelled before the priest exits the stone, then he is violently expelled and suffers 4d8 points of damage.

The following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage but does not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. spell; passwall expels the priest without damage.

Magical Vestment

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

This spell enchants the casters’ vestment providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th leveL. The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vestment is worn with other armors, only the best AC (either the armor or the vestment) is used – this protection is not cumulative with any other AC protection.

The material components are the vestment to be enchanted and the priest’s holy symbol, which are not expended.

Locate Object

Sphere: Divination
Range: 60 yards +10 yd/level
Components: V, S, M
Duration: 8 hours
Casting Time: 1 turn
Area of Effect: 1 object
Saving Throw: None

This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range – e.g., 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the item sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom’s crown requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located bv this spell unless they are known by the caster. The spell is blocked by lead.

The casting requires the use of a piece of lodestone.

The reversal, obscure object, hides an object from location by spell, crvstal ball, or similar means for eight hours. The caster must touch the object being concealed.

Neither application of the spell affects living creatures.

Hold Animal

Sphere: Animal
Range: 80 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 6
Area of Effect: 1 to 4 animals in a 40-foot cube
Saving Throw: Neg.

By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subjects to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: if only one is the subject of the spell, it has a penalty of -4 to its roll; if two are subject, each receives a penalty of -2 to its roll; if three are subject, each receives a penalty of -1 to its roll; if four are subject, each gets an unmodified saving throw.

A maximum body weight of 400 pounds (100 pounds for non mammals) per animal per caster level can be affected – e.g., an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.