AD&D 2nd Edition

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Category Archives: Divine Magic


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.

Animal Summoning II

Sphere: Animal, Summoning
Range: 60 yards/level
Components: V, S
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls up to six animals that have 8 Hit Dice or less, or 12 animals of 4 Hit Dice or less, of whatever sort the caster names. Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals – suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses that may or may not be within summoning range. Your DM will determine the chance of a summoned animal type being within range of the spell. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).

Animal Growth

Sphere: Animal
Range: 80 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 8
Area of Effect: Up to 8 animals in a 20-foot-square area
Saving Throw: None

When this spell is cast, the caster causes all animals, up to a maximum of eight, within a 20-foot-square area to grow to twice their normal size. The effects of this growth are doubled Hit Dice (with resultant improvement in attack potential), doubled hit points (except hit points added to Hit Dice), and doubled damage in combat. Movement and AC are not affected. The spell lasts for two rounds for each level of the caster. The spell is particularly useful in conjunction with a charm person or mammal spell.

The reverse reduces animal size by one-half, and likewise reduces Hit Dice, hit points, attack damage, etc.

The material component for this spell and its reverse is the caster’s holy symbol and a scrap of food.

Air Walk

Sphere: Elemental (Air)
Range: Touch
Components: V, S, M
Duration: 1 hour +1 turn/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

This spell enables a creature, which can be as large as the largest giant, to tread upon air just as if it were solid ground. Moving upward is similar to walking up a hill; a maximum upward angle of 45 degrees is possible at one-half the creature’s movement rate. Likewise, a maximum downward angle of 45 degrees at the normal movement rate is possible. An air-walking creature is always in control of its movement rate, save when a wind is blowing. In this case the creature gains or loses 10 feet of movement for every 10 miles per hour of wind velocity. The creature may, at the DM’s option, be subject to additional penalties, loss of control, and possible damage in exceptionally strong or turbulent winds.

The spell can be placed upon a trained mount, so it can be ridden through the air. Of course, a mount not accustomed to such movement would certainly need careful and lengthy training, the details of which are up to the DM.

The material components for the spell are the priest’s holy symbol and a bit of thistledown.

Tongues

Sphere: Divination
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

This spell enables the caster to speak and understand additional languages, whether they are racial tongue or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spell caster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The priest can speak one additional tongue for every three levels of experience.

The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.

Sticks to Snakes

Sphere: Plant
Range: 30 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 7
Area of Effect: 1d4 sticks +1 stick/level in a 10-foot cube
Saving Throw: None

By means of this spell, the caster can change 1d4 sticks, plus one stick per experience level, into snakes; thus a 9th-level priest can change 10-13 sticks into an equal number of snakes. These snakes attack as commanded by the priest. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) to turn into snakes. Such a stick cannot be larger than a staff. Sticks held by creatures are allowed a saving throw equal to that of the possessor (i.e., a spear held by an orc must fail the orc’s saving throw vs. polymorph). Magical items, such as staves and enchanted spears, are not affected by the spell. Only sticks within the area of effect are changed. The type of snake created varies, but a typical specimen has 2 Hit Dice, Armor Class 6, a movement rate of 9, and either constricts for 1d4 +1 points of damage per round or bites for 1 point plus poison (if any). The chance of a snake thus changed being venomous is 5% per caster level, if the spellcaster desires. Thus, an 11th-level priest has a maximum 55% chance that any snake created by the spell is poisonous. The spell lasts for two rounds for each experience level of the spellcaster.

The material components of the spell are a small piece of bark and several snake scales.

The reverse changes normal-sized snakes to sticks for the same duration, or it negates the sticks to snakes spell according to the level of the priest countering the spell (e.g., a 10th-level priest casting the reverse spell can turn 11-14 snakes back into sticks).

Spell Immunity

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

By means of this spell, the priest renders a creature touched immune to the effects of a specified spell of 4th level or lower. It protects against spells, spell-like effects of magical items, and innate spell-like abilities of creatures. It does not protect against breath weapons or gaze attacks of any type. The spell has additional limitations. First, the caster must have directly experienced the effect of the spell specified. For example, if the caster has been attacked by a fireball spell at some time, then he can use spell immunity to provide protection from a fireball. Second, the spell cannot affect a creature already magically protected by a potion, protective spell, ring, or other device. Third, only a particular spell can be protected against, not a certain sphere of spells or a group of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is still vulnerable to a shocking grasp spell.

The material component for spell immunity is the same as that for the spell to be protected against.