AD&D 2nd Edition

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Category Archives: 7th level


Astral Spell

Sphere: Astral
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1/2 hour
Area of Effect: Special
Saving Throw: None

By means of the astral spell, a priest is able to project his astral body into the Astral plane, leaving his physical body and material possessions behind on the Prime Material plane. As the Astral plane touches upon the first levels of all the outer planes, the priest can travel astrally to the first level of any of these outer planes as he wills. The priest then leaves the Astral plane, forming a body on the plane of existence he has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material plane by means of the astral spell (however, a second body cannot be formed on the Prime Material plane; see following).

As a general rule, a person astrally projected can be seen only by creatures on the Astral plane. The astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body. If the second body or astral form is slain, the cord simply returns to the caster’s body where the body rests on the Prime Material plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral plane, their actions affect only creatures existing on the Astral plane; a physical body must be materialized on other planes.

The spell lasts until the priest desires to end it, or until it is terminated by some outside means (such as a dispel magic spell or destruction of the priest’s body on the Prime Material plane [which kills the priest]). The priest can project the astral forms of up to seven other creatures with himself by means of the astral spell, providing the creatures are linked in a circle with the priest. These fellow travelers are dependent upon the priest and can be stranded if something happens to the priest. Travel in the Astral plane can be slow or fast, according to the priest’s desire. The ultimate destination arrived at is subject to the desire of the priest.

Animate Rock

Sphere: Elemental (Earth)
Range: 40 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 2 cubic feet/level
Saving Throw: None

By employing an animate rock spell, the caster causes a stone object of up to the indicated size to move (see the 6th-level animate object spell.) The animated stone object must be separate (not a part of a huge boulder or the like). It follows the desire of the caster – attacking, breaking objects, blocking – while the magic lasts. It has no intelligence or volition of its own, but it follows instructions exactly as spoken. Note that only one set of instructions for one single action (the whole being simply worded and very brief 12 words or so) can be given to the anima ted rock. The rock remains animated for one round per experience level of the caster. The volume of rock that can be animated is also based on the experience level of the caster – two cubic feet of stone per level – e.g., 24 cubic feet, a mass of about man-sized, at 12th level.

While the exact details of the animated rock are decided by the DM, its Armor Class is no worse than 5, and it has 1d3 hit points per cubic foot of volume. It uses the attack roll of the caster The maximum damage a can inflict is 1d2 points per caster level (thus, a 12th-level caster’s rock might inflict 12 to 24 points of damage). Movement, for a man-sized rock, is 60 feet per round. A rock generally weighs from 100 to 300 pounds per cubic foot.

The material components for the spell are a stone and drop of the caster’s blood.