AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: 5th Level


Magic Font

Sphere: Divination
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: None

The spell causes a holy water font to serve as a scrying device. The spell does not function unless the priest is in good standing with his deity. The basin of holy water becomes similar to a crystal ball. For each vial of capacity of the basin, the priest may scry for one round, up to a maximum of one hour; thus, the duration of the magic font spell is directly related to the size of the holy water receptacle. The DM will know the chances of a character being able to detect scrying.

The priest’s holy symbol and the font and its trappings are not consumed by the spell.

Insect Plague

Sphere: Combat
Range: 120 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1 turn
Area of Effect: 180′ diameter, 60′ high cloud
Saving Throw: None

When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm in a thick cloud. (In an environment free of normal insects, the spell fails.) The insects obscure vision, limiting it to 10 feet. Spellcasting within the cloud is impossible. Creatures in the insect plague sustain 1 point of damage for each round they remain within, due to the bites and stings of the insects, regardless of Armor Class. Invisibility is no protection. All creatures with 2 or fewer Hit Dice will automatically move at their fastest possible speed in a random direction until they are more than 240 yards away from the insects. Creatures with fewer than 5 Hit Dice must check morale; failure means they run as described above.

Heavy smoke drives off insects within its bounds. Fire also drives insects away; a wall of fire in a ring shapee keeps a subsequently cast insect plague outside its confines, but a fireball simply clears insects from its blast area for one round. A single torch is ineffective against this vast horde of insects. Lightning, cold, or ice are likewise ineffective, while a strong wind that covers the entire plague area disperses the insects and ends the spell. The plague lasts two rounds for each level of the caster, and thereafter the insects disperse.

The insects swarm in an area that centers around a summoning point determined by the spellcaster; the point can be up to 120 yards away from the priest. The insect plague does not move thereafter for as long as it lasts. Note that the spell can be countered by a dispel magic spell.

The material components of this spell are a few grains of sugar, some kernels of grain, and a smear of fat.

Flame Strike

Sphere: Combat
Range: 60 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 5-foot radius by 30-foot-high column
Saving Throw: 1/2

When the priest calls down a flame strike spell, a vertical column of fire roars downward in the exact location called for by the caster. Any creature within the area of effect of a flame strike must roll a saving throw vs. spell. Failure means the creature sustains 6d8 points of damage; otherwise, the damage is halved.

The material component of this spell is a pinch of sulphur.

Dispel Evil

Sphere: Protection, Summoning
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: Neg.

The priest using this spell causes a summoned creature of evil nature, an evil creature from another plane, or a creature summoned by an evil caster, to return to its own plane or place when the caster successfully strikes it in melee combat. (Examples of such creatures are aerial servants, djinn, efreet, elementals, and invisible stalkers.) An evil enchantment (such as a charm spell cast by an evil creature) that is subject to a normal dispel magic spell can be automatically dispelled by the dispel evil spell . Note that this spel1 lasts for a maximum of one round for each experience level of the caster, or until expended. While the spell is in effect, all creatures that could be affected by it attack with a -7 penalty to their attack rolls when engaging the spellcaster.

The reverse of the spell, dispel good, functions against summoned or enchanted creatures of good alignment or creatures that have been sent to aid the cause of good.

The material components for this spell are the priest’s religious object and holy (or unholy) water.

Cure Critical Wounds

Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

The cure critical wounds spell is a very potent version of the cure light wounds spell. The priest lays his hand upon a creature and heals 3d8 +3 points of damage from wounds or other damage. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

The reversed spell, cause critical wounds, operates in the same fashion as other cause wounds spells, requiring a successful touch to inflict the 3d8 +3 points of damage. Caused wounds heal via the same methods as do wounds of other sorts.

Control Winds

Sphere: Weather
Range: 0
Components: V, S
Duration: 1 turn level
Casting Time: 8
Area of Effect: 40-foot/level radius
Saving Throw: None

By means of a control winds spell, the caster is able to alter wind force in the area of effect. For every three levels of experience, the caster can increase or decrease wind force by one level of strength. Wind strengths are as follows:

Wind Force Miles Per Hour
Light Breeze 2-7
Moderate Breeze    8-18
Strong Breeze 19-31
Gale 32-54
Storm 55-72
Hurricane 73-176

Winds in excess of 19 miles per hour drive small flying creatures (those eagle-sized and under) from the skies, severely affect missile accuracy, and make sailing difficult. Winds in excess of 32 miles per hour drive even man-sized flying creatures from the skies and cause minor ship damage. Winds in excess of 55 miles per hour drive all flying creatures from the skies, uproot trees of small size, knock down wooden structures, tear off roofs, etc., and endanger ships. Winds in excess of 73 miles per hour are of hurricane force.

An “eye” of 40-foot radius, in which the wind is calm, exists around the caster. Note that while the spell can be used in underground places, the eye shrinks one foot for every foot of confinement, if the spell is cast in an area smaller than the area of effect. (For example, if the area of effect is a 360-foot radius, and the space only allows a 350-foot area, the eye shrinks by 10 feet to a 30-foot radius; a space under 320 feet in radius would eliminate the eye and subject the spell caster to the effects of the wind.)

Once the spell is cast, the wind force increases (or decreases) by 3 miles per hour per round until the maximum (or minimum) speed is attained. The caster, with one round of complete concentration, can stabilize the wind at its current strength, or set it to increase or decrease, although the rate of the change cannot be altered. The spell remains in force for one turn for each level of experience of the caster. When the spell is exhausted, the force of the wind wanes (or waxes) at the same rate, until it reaches the level it was at before the spell took effect. Another caster can use a control winds spell to counter the effects of a like spell up to the limits of his own ability.

Commune With Nature

Sphere: Divination
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

This spell enables the caster to become one with nature in the area, thus being empowered with knowledge of the surrounding territory. For each level of experience of the caster, he can “know” one fact: the ground ahead, left or right; the plants ahead, left or right; the minerals ahead, left or right; the water courses/bodies of water ahead, left or right, the people dwelling ahead, left or right; the general animal population, left or right; the presence of woodland creatures ahead, left or right; etc. The presence of powerful unnatural creatures can also be detected, as can the general state of the natural setting. The spell is most effective in outdoor settings, operating in a radius of one-half mile for each level of the caster. In natural underground settings – caves, caverns, etc. – the range is limited to 10 yards per caster level. In constructed settings (dungeons and towns), the spell will not function. The DM may limit the casting of this pell to once per month.

Commune

Sphere: Divination
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

By use of a commune spell, the priest is able to contact his divinity – or agents thereof – and request information in the form of questions that can be answered by a simple “yes” or “no.” The priest is allowed one such question for every experience level he has attained. The answers given are correct within the limits of the entity’s knowledge (“I don’t know” is a legitimate answer, as powerful outer planar beings are not necessarily omniscient). Optionally, the DM may give a single short answer of five words or less. The spell will, at best, provide information to aid character decisions. Entities communed with structure their answers to further their own purposes. It is probable that the DM will limit the use of commune spells to one per adventure, one per week, or even one per month, for the greater powers dislike frequent interruptions. Likewise, if the caster lags, discusses the answers, or goes off to do anything else, the spell immediately ends.

The material components necessary to a commune spell are the priest’s religious symbol, holy (unholy) water, and incense. If a particularly potent commune is needed, a sacrifice proportionate with the difficulty of obtaining the information is required, and if the offering is insufficient, only partial or no information is gained.

Atonement

Sphere: All
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 person
Saving Throw: None

This spell is used by the priest to remove the burden of unwilling or unknown deeds from the person who is the subject of the atonement. The spell removes the effects of magical alignment change as well. The person seeking the atonement spell must either be truly repentant or not have been in command of his own will when the acts to be atoned for were committed. Your DM will judge this spell in this regard, noting any past instances of its use upon the person. Deliberate misdeeds and acts of knowing and willful nature cannot be atoned for with this spell (see the quest spell). A character who refuses to accept an atonement is automatically considered to have committed a willful misdeed.

The priest needs his religious symbol, prayer beads or wheel or book, and burning incense.

Anti-Plant Shell

Sphere: Plant, Protection
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 8
Area of Effect: 15′ diameter hemisphere
Saving Throw: None

The anti-plant shell spell creates an invisible, mobile barrier that keeps out all creatures or missiles of living vegetable material. Thus, the caster (and any creatures within the shell) is protected from attacking plants or vegetable creatures such as shambling mounds or treants. Any attempt to force the barrier against such creatures shatters the barrier immediately. The spell lasts for one turn for each experience level of the caster.