AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: Divine Magic


Detect Charm

Sphere: Divining
Range: 30 yards
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 1 creature/round
Saving Throw: None

When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. Up to 10 different creatures can be checked before the spell wanes. If the creature is under more than one such effect, only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine.

The reverse of the spell, undetectable charm, completely masks all charms on a single creature for 24 hours.

Charm Person or Mammal

Sphere: Animal
Range: 80 yards
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: 1 person or mammal
Saving Throw: Neg.

This spell affects any single person or mammal it is cast upon. The creature then regards the caster as a trusted friend and ally to be heeded and protected. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 1Oth-level fighter is included, while an ogre is not.

The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus a charmed creature would not obey a suicide command, but might believe the caster if assured that the only chance to save the caster’s life is for the creature to hold back an onrushing red dragon for “just a round or two” and if the charmed creature’s view of the situation suggests that this course of action still allows a reasonable chance of survival.

The subject’s attitudes and priorities are changed with respect to the caster, but basic personality and alignment are not. A request that a victim make itself defenseless, give up a valued item, or even use a charge from a valued item (especially against former associates or allies) might allow an immediate saving throw to see if the charm is thrown off. Likewise, a charmed creature does not necessarily reveal everything it knows or draw maps of entire areas. Any request may be refused, if such refusal is in character and does not directly harm the caster. The victim’s regard for the caster does not necessarily extend to the caster’s friends or allies. The victim does not react well to the charmer’s allies making suggestions such as, “Ask him this question … ,” nor does the charmed creature put up with verbal or physical abuse from the charmer’s associates, if this is out of character.

Note also that the spell does not empower the caster with linguistic capabilities beyond those he normally has. The duration of the spell is a function of the charmed creature’s Intelligence, and it is tied to the saving throw. The spell can be broken if a successful saving throw is rolled. This saving throw is checked on a periodic basis according to the creature’s Intelligence, even if the caster has not overly strained the relationship.

Intelligence Score    Period Between Checks
3 or less 3 months
4 to 6 2 months
7 to 9 1 month
10 to 12 3 weeks
13 to 14 2 weeks
15 to 16 1 week
17 3 days
18 2 days
19 or more 1 day

If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm is broken automatically.

If the subject of the charm person/charm mammal spell successfully rolls its saving throw vs. the spell, the effect is negated. This spell, if used in conjunction with the animal friendship spell, can keep the animal near the caster’s home base, if the caster must leave for an extended period.

Chant

Sphere: Combat
Range: 0
Components: V, S
Duration: Time of chanting
Casting Time: 2 rounds
Area of Effect: 30-foot radius
Saving Throw: None

By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant 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. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. An interruption, however, such as an attack that succeeds and causes damage, grappling the chanter, or a silence spell, breaks the spell. Multiple chants are not cumulative; however, if the 3rd-level prayer spell is spoken while a priest of the same religious persuasion (not merely alignment!) is chanting, the effect is increased to + 2 and -2.

Barkskin

Sphere: Protection, Plant
Range: Touch
Components: V, S, M
Duration: 4 rounds +1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the Priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so.on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forrns except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.

In addition to his holy symbol, the caster must have a handful of bark from an oak as the material component of the spell.

Augury

Sphere: Divining
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

The priest casting an augury spell seeks to divine whether an action in the immediate future (within one-half hour) will be for the benefit of, or harmful to, the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indicationn of the probable outcome: “weal,” “woe,” or possibly a cryptic puzzle or rhyme: The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell, e.g., 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury.

For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 s.p. and a sheild +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight) the augury might be: “Great risk brings great reward.” If the troll is too strong for the party, the augury might be: “Woe and destruction await!” Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.

The material component for augury is a set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are not expended in casting).

Aid

Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: 1 round +1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

The recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic. Example: A 1st-level fighter has 8 hit points, suffers 2 points of damage (8 – 2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points.

Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.

The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest’s holy symbol.

Shillelagh

Sphere: Combat, Plant
Range: Touch
Components: V, S, M
Duration: 4 rounds +1 round/level
Casting Time: 2
Area of Effect: 1 normal oaken club
Saving Throw: None

This spell enables the caster to change his own oaken cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man-sized, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course.

The material components of this spell are a shamrock leaf and the caster’s holy symbol.

Sanctuary

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 2 rounds +1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed , the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell. the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example. or to bless, perform an augury. chant. cast a light in the area (not upon an opponent!), and so on.

The components of the spell include the priest’s holy symbol and a small silver mirror.

Remove Fear

Sphere: Charm
Range: 10 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 creature/4 levels
Saving Throw: Special

The priest instills courage in the spell recipient, raising the creature’s saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.).

The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa. Neither spell has any effect on undead of any sort.

Purify Food & Drink

Sphere: All
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 cubic foot / level, 10-foot-square area
Saving Throw: None

When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to one cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions.

The reverse of the spell is putrefy food and drink. This spoils even holy water. It likewise has no effect upon creatures or potions.