AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: 5th Level


Wall of Fire

Sphere: Elemental (Fire)
Range: 80 yards
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None

The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color – yellow-green or amber (different from the 4th-level wizard version). The spell creates an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + five feet for every two levels of experience of the wizard, and 20 feet high.

The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 4d4 points of damage, plus 1 point of damage per level of the spellcaster, to any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to directly catch moving creatures with a newly created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the priest concentrates on maintaining it, or one round per level of experience of the priest in the event he does not wish to concentrate upon it.

The material component of the spell is phosphorus.

True Seeing

Sphere: Divination
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

When the priest employs this spell, he confers upon the recipient the ability to see all things as they actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted things are apparent. Even the aura projected by creatures becomes visible, so that alignment can be discerned. Furthermore, the recipient can focus his vision to see into the Ethereal plane or the bordering areas of adjacent planes. The range of vision conferred is 120 feet. True seeing, however, does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. Furthermore, the spell effects cannot be further enhanced with known magic.

The spell requires an ointment for the eyes that is made from very rare mushroom powder, saffron, and fat and costs no less than 300 gp per use.

The reverse, false seeing, causes the person to see things as they are not: rich is poor, rough is smooth, beautiful is ugly. The ointment for the reverse spell is concocted of oil, poppy dust, and pink orchid essence.

For both spells, the ointment must be aged for 1d6 months.

Transmute Rock to Mud

Sphere: Elemental (Earth, Water)
Range: 160 yards
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: 20-foot cube/level
Saving Throw: None

This spell turns natural rock of any sort into an equal volume of mud. If it is cast upon a rock, for example, the rock affected collapses into mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet.

Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 1/3 of their height per round and eventually suffocate, save for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on top of it, with the amount required decided by the DM. Creatures large enough to walk on the bottom can move through the area at a rate of 10 feet per round.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance but not necessarily its form. Evaporation turns the mud to normal dirt at a rate of 1d6 days per 10 cubic feet. The exact time depends on exposure to the sun, wind, and normal drainage.

The reverse, transmute mud to rock, hardens normal mud or quicksand into soft stone (sandstone or similar mineral) permanently unless magically changed. Creatures in the mud are allowed a saving throw to escape before the area is hardened to stone. Dry sand is unaffected.

The material components for the spell are clay and water (or sand, lime, and water for the reverse).

Spike Stones

Sphere: Elemental (Earth)
Range: 30 yards
Components: V, S, M
Duration: 3d4 turns +1/level
Casting Time: 6
Area of Effect: 10-foot square per level, 1 spike per 1-foot sq.
Saving Throw: None

The spike stones spell causes rock to shape itself into long, sharp points that tend to blend into the background. It is effective on both natural rock and worked stone. The spike stones serve to impede progress through an area and to inflict damage. If an area is carefully observed, each observer is 25% likely to notice the sharp points of rock. Otherwise, those entering the spell’s area of effect suffer 1d4 points of damage per round. The success of each attack is determined as if the caster of the spell were actually engaging in combat. Those entering the area are subject to attack immediately upon setting foot in the area and for each round spent in the area thereafter. The initial step enables the individual to become aware of some problem only if the initial attack succeeds; otherwise movement continues and the spike stones remain unnoticed until damage occurs. Charging or running victims suffer two attacks per round.

Those falling into pits affected by spike stones suffer six such attacks for every 10 feet fallen, each attack having a +2 bonus to the attack roll. In addition, the damage inflicted by each attack increases by +2 for every 10 feet fallen. Finally, the creatures also suffer any normal falling damage.

The material component of this spell is four tiny stalactites.

Raise Dead

Sphere: Necromantic
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 person
Saving Throw: Special

When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the OM’s option). The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for up to nine days).

Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check to survive the ordeal (see Table 3: Constitution) and loses 1 point of Constitution. Furthermore, the raised person is weak and helpless in any event, and he needs a minimum of one full day of rest in bed for each day or fraction he was dead. The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic.

Note that a character’s starting Constitution is an absolute limit to the number of times the character can be revived by this means.

The somatic component of the spell is a pointed finger.

The reverse of the spell, slay living, grants the victim a saving throw vs. death magic, and if successful, the victim sustains damage equal only to that of a cause serious wounds spell – i.e., 2d8 +1 points. Failure means the victim dies instantly.

Rainbow

Sphere: Weather, Sun
Range: 120 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None

In order to cast this spell, the priest must be in sight of a rainbow of any sort, or have a special component (see below). The rainbow spell has two applications, and the priest can choose the desired one at the time of casting. These applications are as follows:

Bow: The spell creates a shimmering, multi-layered short composite bow of rainbow hues. It is light and easy to pull, so that any character can use it without penalty for non-proficiency. It is magical: Each of its shimmering missiles is the equivalent of a +2 weapon, including attack and damage bonuses. Magic resistance can negate the effect of any missile fired from the bow. The bow fires seven missiles before disappearing. It can be fired up to four times per round. Each time a missile is fired, one hue leaves the bow, corresponding to the color of arrow that is released. Each color of arrow has the ability to cause double damage to certain creatures, as follows:

Red – fire dwellers/ users and fire elementals
Orange – creatures or constructs of clay, sand, earth, stone or similar materials, and earth elementals
Yellow – vegetable opponents (including fungus creatures, shambling mounds, treants, etc.)
Green – aquatic creatures and water elementals
Blue – aerial creatures, electricity-using creatures, and air elementals
Indigo – acid-using or poison-using creatures
Violet – metallic or regenerating creatures

When the bow is drawn, an arrow of the appropriate color magically appears, nocked and ready. If no color is requested, or a color that has already been used is asked for, then the next arrow (In the order of the spectrum) appears.

Bridge: The caster causes the rainbow to form a seven-hued bridge up to three feet wide per level of the caster. It must be at least 20 feet long and can be as long as 120 yards, according to the caster’s desire. It lasts as long as the spell duration or until ordered out of existence by the caster.

The components for this spell are the priest’s holy symbol and a vial of holy water. If no rainbow is in the vicinity, the caster can substitute a diamond of not less than 1,000 gp value, specially prepared with bless and prayer spells while in sight of a rainbow. The holy water and diamond disappear when the spell is cast.

Quest

Sphere: Charm
Range: 60 yards
Components: V, S, M
Duration: Until fulfilled
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Neg.

The quest spell enables the priest to require the affected creature to perform a service and return to the priest with proof that the deed was accomplished. The quest can, for example, require that the creature locate and return some important or valuable object, rescue a notable person, release some creature, capture a stronghold, slay a person, deliver some item, and so forth. If the quest is not properly followed, due to disregard, delay, or perversion, the creature affected by the spell loses 1 from its saving throw rolls for each day of such action. This penalty is not removed until the quest is properly pursued or the priest cancels it. (There are certain circumstances that will temporarily suspend a quest, and others that will discharge or cancel it; your DM will give you appropriate information as the need to know arises.)

If cast upon an unwilling subject, the victim is allowed a saving throw. However, if the person quested agrees to the task, even if the agreement is gained by force or trickery, no saving throw is allowed. If a quest is just and deserved, a creature of the priest’s religion cannot avoid it, and any creature of the priest’s alignment saves with a -4 penalty to the saving throw, in any case. A quest cannot be dispelled but can be removed by a priest of the same religion or of higher level than the caster. Some artifacts and relics might negate the spell, as can direct intervention by a deity. Likewise, an unjust or undeserved quest grants bonuses to its saving throws, or might even automatically fail!

The material component of this spell is the priest’s holy symbol.

Plane Shift

Sphere: Astral
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched (special)
Saving Throw: Neg.

When the phone shift spell is cast, the priest moves himself or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means. If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time.

The material component of this spell is a small, forked metal rod – the exact size and metal type dictating to which plane of existence (including sub-planes and alternate dimensions) the pell sends the affected creatures. (Your DM will determine specifics regarding how and what planes are reached.)

An unwilling victim must be touched (successful attack roll) in order to be sent; in addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. Note that pinpoint accuracy is rarely achieved; arriving a random distance from an intended destination is common.

The metal rod is not expended when the spell is cast. Forked rods keyed to certain planes may be difficult to come by, as decided by the DM.

Pass Plant

Sphere: Plant
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None

By using this spell, the caster is able to enter a tree and move from inside it to inside another tree of the same type that lies in approximately the direction desired by the spell user and is within the range shown in the following table.

Type of Tree    Range of Area of Effect
Oak 600 yards
Ash 540 yards
Yew 480 yards
Elm 420 yards
Linden 360 yards
deciduous 300 yards
coniferous 240 yards
other 180 yards

The tree entered and that receiving the caster must be of the same type, must both be living, and of girth at least equal to that of the caster. Note that if the caster enters a tree, an ash, for example, and wishes to pass north as far as possible (540 yards), but the only appropriate ash in range is to the south, the caster will pass to the ash in the south. The pass plant spell functions so that the movement takes only one round. The caster can, at his option, remain within the receiving tree for a maximum of one round per level of experience. Otherwise, he can step forth immediately. Should no like tree be in range, the caster simply remains within the tree, does not pass elsewhere, and must step forth in the appropriate number of rounds. If the occupied tree is chopped down or burned, the caster is slain if he does not exit before the process is complete.

Moonbeam

Sphere: Sun
Range: 60 yards +10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 5-foot-radius sphere (plus special)
Saving Throw: None

By means of this spell, the caster is able to cause a beam of soft, pale light to strike downward from overhead and illuminate whatever area he is pointing at. The light is exactly the same as moonlight, so that colors other than shades of black, gray, or white are vague. The spell caster can easily make the moonbeam move to any area that he can see and point to. This makes the spell an effective way to spotlight something, an opponent, for example. While the moonbeam spell does not eliminate all shadows, a creature centered in a moonbeam is most certainly visible. The reflected light from this spell enables dim visual perception 10 yards beyond the area of effect, but it does not shed a telltale glow that would negate surprise. The light does not adversely affect infravision. The caster can dim the beam to near darkness if desired. The beam has, in addition, all the properties of true moonlight and can induce a lycanthropic change (while in the beam), unless your DM rules otherwise.

The material components are several seeds of any moonseed plant and a piece of opalescent feldspar (moonstone).