AD&D 2nd Edition

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Category Archives: 2nd Level


Wizard Lock

Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: 30 sq. ft./level
Saving Throw: None

A wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, by a successful dispel magic or knock spell, or by a wizard 4 or more levels higher than the one casting the spell. Note that the last 2 methods do not remove the wizard lock; they only negate it for a brief duration – about one turn. Creatures from other planes cannot burst a wizard lock as they can a held portal (see the hold portal spell).

Whispering Wind

Range: 1 mi/level
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: 2 ft radius
Saving Throw: None

By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

The wizard can prepare the spell to bear a message up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind.

Web

Range: 5 yds/level
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2
Area of Effect: 8,000 cubic ft.
Saving Throw: Neg. or 1/2

A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to 2 or more solid and diametrically opposed points – floor and ceiling, opposite walls, etc. – or the web collapses upon itself and disappears. The web spell covers a maximum area of eight 10 foot x 10 foot x 10 foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty.

If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs. Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs). Strong and huge creatures can break through 10 feet of webs per round.

Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire – torch, flaming oil, flaming sword, etc. – can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed. The material component of this spell is a bit of spider web.

Tasha’s Uncontrollable Hideous Laughter

Range: 60 yds
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 1 or more creatures in a 30 ft. cube
Saving Throw: Neg.

The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or -2 to attack and damage rolls) for all remaining rounds of the spell. The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5-7 (low) save with -6 penalties. Those with Intelligences of 8-12 (average to very) save with -4 penalties. Those with Intelligences of 13-14 (high) save with -2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws. The caster can affect one creature for every 3 levels attained – for example, one at 3rd level, two at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other. The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand.

Summon Swarm

Range: 60 yds
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 10 ft. cube
Saving Throw: Neg.

The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the summon swarm spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per 3 levels of the caster each round. Note that spellcasting within the swarm is impossible.

Dice Roll      Swarm Type
01-40 Rats
41-70 Bats
71-80 Spiders
81-90 Centipedes/beetles
91-100 Flying insects

The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. A protection from evil spell keeps the swarm at bay, and certain area-effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a gust of wind). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in 2 rounds. The swarm is stationary once conjured. The material component is a square of red cloth.

Strength

Range: Touch
Components: V, S, M
Duration: 1 hr/level
Casting Time: 1 turn
Area of Effect: Person touched
Saving Throw: None

Application of this spell increases the Strength of the character by a number of points-or tenths of points after 18 Strength is attained (only if the character is a warrior). Benefits of the strength spell last for the duration of the magic. the amount of added Strength depends upon the spell recipient’s group and is subject to all restrictions on Strength due to race and class. Multiclass characters use the best die.

Class          Strength Gain
Priest 1d6 points
Rogue 1d6 points
Warrior 1d8 points
Wizard 1d4 points

If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls. The material component of this spell is a few hairs, or a pinch of dung, from a particularly strong animal-ape, bear, ox, etc.

Stinking Cloud

Range: 30 yds
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 20 ft cube
Saving Throw: Special

When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4 +1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 mph) and is dispersed in one round by a stronger breeze. The material component of the spell is a rotten egg or several skunk cabbage leaves.

Spectral Hand

Range: 30 yds + 5 yds/level
Components: V, S
Duration: 2 rds/level
Casting Time: 2
Area of Effect: 1 opponent
Saving Throw: None

This spell causes a ghostly, glowing hand, shaped from the caster’s life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the spectral hand. The spell gives the caster a +2 bonus to his attack roll. The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The hand is vulnerable to magical attack but has an Armor Class of -2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.

Shatter

Range: 30 yds + 10 yds/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 3 foot radius
Saving Throw: Neg.

The shatter spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a 3 foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage. The material component of this spell is a chip of mica.

Scare

Range: 30 yds + 10 yds/level
Components: V, S, M
Duration: 1d4 rds + 1 rd/level
Casting Time: 2
Area of Effect: 15 foot radius
Saving Throw: Special

This spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of trembling and shaking. The frightened creatures have a -2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with -1 penalties to attack rolls, damage rolls, and saving throws. Only elves, half-elves, and priests are allowed saving throws against this spell. Note that this spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort. The material component used for this spell is a bit of bond from an undead skeleton, zombie, ghoul, ghast, or mummy.