AD&D 2nd Edition

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Category Archives: 6th Level


Heroes’ Feast

Sphere: Creation
Range: 10 yards
Components: V, S, M
Duration: 1 hour
Casting Time: 1 turn
Area of Effect: 1 individual/level
Saving Throw: None

This spell enables the priest to bring forth a great feast that serves as many creatures as the priest has levels of experience. The spell creates a magnificent table, chairs, service, and all the necessary food and drink. The feast takes one full hour to consume, and the beneficial effects do not set in until after this hour is over. Those partaking of the feast are cured of all diseases, are immune to poison for 12 hours, and are healed of 1d4 +4 points of damage after imbibing the nectar-like beverage that is part of the feast. The ambrosia-like food that is consumed is equal to a bless spell that lasts for 12 hours. Also, during this same period, the people who consumed the feast are immune to fear, hopelessness, and panic. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

The material components of the spell are the priest’s holy symbol and specially fermented honey taken from the cells of bee larvae destined for royal status.

Heal

Sphere: Healing
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage suffered due to wounds or injury. It dispels a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

The reverse, harm, infects the victim with a disease and causes loss of all but 1d4 hit points, if a successful touch is inflicted. For creatures that are not affected by the heal (or harm) spell, see the cure light wounds spell.

Forbiddance

Sphere: Protection
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6 rounds
Area of Effect: One 60-foot cube/level
Saving Throw: Special

This spell can be used to secure a consecrated area (see DMG). The spell seals the area from teleportation, plane shifting, and ethereal penetration. At the option of the caster, the ward can be locked by a password, in which case it can be entered only by those speaking the proper words. Otherwise, the effect on those entering the enchanted area is based on their alignment, relative to the caster’s. The most severe penalty is used.

Alignment identical: No effect. If password locked, cannot enter area unless password is known (no saving throw). Alignment different with respect to law and chaos: Save vs. spell to enter the area; if failed, suffer 2d6 points of damage. If password locked, cannot enter unless password is known.

Alignment different with respect to good and evil: Save vs. spell to enter this area; if failed, suffer 4d6 points of damage. If word locked, cannot enter unless password is known. The attempt does cause damage if the save is failed.

Once a saving throw is failed, an intruder cannot enter the forbidden area until the spell ceases. The ward cannot be dispelled by a caster of lesser level than the one who established it. Intruders who enter by rolling successful saving throws feel uneasy and tense, despite their success.

In addition to the priest’s holy symbol, components include holy water and rare incenses worth at least 1,000 gp per 60-foot cube. If a password lock is desired, this also requires the burning of rare incenses worth at least 5,000 gp per 60-foot cube.

Fire Seeds

Sphere: Elemental (Fire)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round/seed
Area of Effect: Special
Saving Throw: 1/2

The fire seeds spell creates special missiles or timed incendiaries that burn with great heat. The spell can be cast to create either fire seed missiles or fire seed incendiaries, as chosen when the spell is cast.

* Fire seed missiles: This casting turns up to four acorns into special grenade-like missiles that can be hurled up to 40 yards. An attack roll is required to strike the intended target, and proficiency penalties are considered. Each acorn bursts upon striking any hard surface, causing 2d8 points of damage and igniting any combustible materials within a 10-foot diameter of the point of impact. If a successful saving throw vs. spell is made, a creature within the burst area receives on1y one-half damage, but a creature struck directly suffers full damage (i.e., no saving throw).

* Fire seed incendiaries. This casting turns up to eight holly berries into special incendiaries. The holly berries are most often placed, being too light to make effective missiles (they can be tossed up to six feet away). They burst into flame if the caster is within 40 yards and speaks a word of command. The berries instantly ignite, causing 1d8 points of damage to any creature and igniting any combustible within a five-foot-diameter burst area. Creatures within the area that successfully save vs. spell suffer half damage.

All fire seeds lose their power after a duration equal to one turn per experience level of the caster e.g., the seeds of a 13th-level caster remain potent for a maximum of 13 turns after their creation. No other material components beyond acorns or holly berries are needed for this spell.

Find the Path

Sphere: Divination
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3 rounds
Area of Effect: Creature touched
Saving Throw: None

The recipient of this spell can find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale. The locale can be outdoors or under ground, a trap, or even a maze spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to “a forest where a green dragon lives” or to the location of “a hoard of platinum pieces.” The location must be in the same plane as the caster.

The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow (or physical actions to take – for example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph). The spell ends when the destination is reached or when one turn for each caster level has elapsed. The spell frees the subject, and those with him, from a maze spell in a single round, and will continue to do so as long as the spell lasts.

Note that this divination is keyed to the caster, not his companions, and that, like the find traps spell, it does not predict or allow for the actions of creatures.

The spell requires a set of divination counters of the sort favored by the priest – bones, ivory counters, sticks, carved runes, or whatever.

The reverse spell, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell, although it can be led, of course.

Conjure Fire Elemental

Sphere: Elemental (Fire)
Range: 80 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 6 rounds
Area of Effect: Special
Saving Throw: None

Upon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 Hit Dice elemental appears, 20% likely that a 16 Hit Dice elemental appears, 9% likely that two to four salamanders appear, 4% likely that an efreeti appears, and 2% likely that a huge fire elemental of 21 to 24 Hit Dice appears. The conjuring caster need not fear that the elemental force summoned will turn on him, so concentration upon the activities of the fire elemental (or other creatures summoned) or protection from the creature is not necessary. The elemental summoned helps the caster however possible, including attacking opponents of the caster. The fire elemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel magic spell, the reverse of this spell (dismiss fire elemental), or similar magic.

Conjure Animals

Sphere: Summoning
Range: 30 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

The conjure animals spell enables the priest to magically create one or more mammals to attack his opponents. The total Hit Dice of the mammals cannot exceed twice his level, if the creature conjured is determined randomly, or his level, if a specific animal type is requested. The DM selects the type of animal that appears if it is randomly called. Thus, a priest of 12th level could randomly conjure two mammals with 12 Hit Dice each, four with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, 12 with 2 Hit Dice each, or 24 With 1 Hit Die each. Count every +1 hit Point added to a creature’s Hit Dice as 1/4 of a Hit Die. Thus a creature with 4 +3 Hit Dice equals a 4 3/4 Hit Dice creature. The conjured animals remain for two rounds for each level of the conjuring priest, or until slain, and they follow the caster’s verbal commands. Conjured animals unfailingly attack the priest’s opponents, but resist being used for any other purpose; they do not like it, become noticeably more difficult to control, and may refuse any action, break free, or turn on the caster, depending on the nature of the creature and the details of the situation. The conjured animals disappear when slain.

Blade Barrier

Sphere: Guardian, Creation
Range: 30 yards
Components: V, S
Duration: 3 rounds/level
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

The priest employs this spell to set up a ‘””aJl of circling, razor-sharp blades. These whirl and flash around a central point, creating an immobile barrier. Any creature that attempts to pass through the blade barrier suffers 8d8 points of damage in doing so. The plane of rotation of the blades can be horizontal, vertical, or in between. Creatures within the area of the barrier when it is invoked are entitled to a saving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered; the creature escapes the area of the blade barrier by the shortest possible route. The barrier remains for three rounds for every experience level of the priest casting it. The barrier can cover any area from as small as five feet square to as large as 60 feet square.

Anti-Animal Shell

Sphere: Animal, Protection
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 20′ diameter hemisphere
Saving Throw: None

By casting this spell, the caster brings into being a hemispherical force field that prevents the entrance of any sort of living creature that is wholly or partially animal (not magical or extra planar). Thus a sprite, a giant, or a chimera would be kept out, but undead or conjured creatures could pass through the shell of force, as could such monsters as aerial servants, imps, quasits, golems, elementals, etc. The anti-animal shell functions normally against crossbreeds, such as cambions, and lasts for one turn for each level of experience the caster has attained. Forcing the barrier against creatures strains and ultimately collapses the field.

The spell requires the caster’s holy symbol and a handful of pepper.

Animate Object

(Alteration)

Sphere: Creation, Summoning
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 9
Area of Effect: 1 cubic foot/level
Saving Throw: None

This powerful spell enables the priest casting it to imbue inanimate objects with mobility and a semblance of life. The animated object, or objects, then attacks whomever or whatever the priest first designates. The animated object can be of any nonmagical material whatsoever – wood, metal, stone, fabric, leather, ceramic, glass, etc. Attempting to animate an object in someone’s possession grants that person a saving throw to prevent the spell’s effect. The speed of movement of the object depends on its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 10 feet per round, a stone statue would move at 40 feet per round, a wooden statue 80 feet per round, an ivory stool of light weight would move at 120 feet per round. Slithering movement is about 10 feet to 20 feet per round; rolling is 30 feet to 60 feet per round. The damage caused by the attack of an animated object depends on its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1d2 points of damage or possibly obstruct and trip, as do light, supple objects. Hard, medium-weight objects can crush or strike for 2d4 points of damage, while larger and heavier objects may inflict 3d4, 4d4, or even 5d4 points of damage.

The frequency of attack of animated objects depends on th(sir method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per round. The Armor Class of the object animated is basically a function of material and movement ability. Damage depends on the type of weapon and the object struck. A sharp cutting weapon is effective against fabric, leather, wood, and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your DM will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed. The priest can animate one cubic foot of material for each experience level he has attained. Thus, a 14th-level priest could animate one or more objects whose solid volume did not exceed 14 cubic feet – a large statue, two rugs, three chairs, or a dozen average crocks.