AD&D 2nd Edition

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Category Archives: 2nd Level


Leomund’s Trap

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Object touched
Saving Throw: None

This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster’s goods. The wizard places the spell upon any small mechanism or device, such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the spell is illusory and nothing happens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste precious time. The material component of the spell is a piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 200 gp to prepare. If another Leomund’s trap is within 50 feet when the spell is cast, the casting fails.

Know Alignment

Range: 10 yds
Components: V, S
Duration: 1 rd/level
Casting Time: 1 round
Area of Effect: 1 creature or object per 2 rds
Saving Throw: Neg.

A know alignment spell enables the wizard to read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for 2 full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the know alignment spell. The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours – even from a know alignment spell.

Knock

Range: 60 yds
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 10 sq. ft/level
Saving Throw: None

The knock spell opens stuck, barred, locked, held, or wizard-locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds – although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4 ft x 7 ft door). Each spell can undo up to 2 means of preventing egress through a portal. Thus, if a door is locked, barred, and held, or triple locked, opening it requires 2 knock spells. In all cases, the location of the door or item must be known – the spell cannot be used against a wall in hopes of discovering a secret door. The reverse spell, lock, closes and locks a door or similar closure, provided there is a physical mechanism. it does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to 2 functions. It cannot affect a portcullis.

Irritation

Range: 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1-4 creatures in a 15 ft radius
Saving Throw: Neg.

An irritation spell affect the epidermis of the subject creatures. Creature with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc) are basically unaffected. There are two versions of the spell, either of which can be cast from the standard preparation:

Itching. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next 3 rounds are spent squirming and twisting effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the 1st round this spell is in effect, but not in the following 3 rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at 2 creature, the saving throw has a -1 penalty; and if cast at 3 or 4 creature, the saving throw is normal.

Rash. When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of 4 days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2.

The material component for this spell is a leaf from poison ivy, oak, or sumac.

Invisibility

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other condition can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source.) The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose. All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object). The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.

Improved Phantasmal Force

Range: 60 yds + 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 200 sq. ft + 50 sq.ft./level
Saving Throw: Special

Like the 1st-level phantasmal force spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell’s area of effect. The spellcaster can maintain the illusion with minimal concentration; thus, he can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it. The material component is a bit of fleece.

Hypnotic Pattern

Range: 30 yds
Components: S, M
Duration: Special
Casting Time: 2
Area of Effect: 30 ft. cube
Saving Throw: Neg.

When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air. This pattern causes any creature looking at it to become fascinated and stand gazing at it as long as the spellcaster maintains the display, plus two rounds thereafter. The spell can captivate a maximum of 24 levels, or Hit Dice, or creatures (for example, 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc). All creatures affected must be within the area of effect, and each is entitled to a saving throw vs. spell. A damage-inflicting attack on an affected creature frees it from the spell immediately. The wizard need not utter a sound, but he must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.

Glitterdust

Range: 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 20 ft. cube
Saving Throw: Special

This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Thus, a glitter dust spell cast by a 3rd level wizard lasts for 4 to 7 rounds. The material component is ground mica.

Forget

Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: 1-4 creatures in a 20-ft cube
Saving Throw: Neg.

By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell). For every 3 levels of experience of the spellcaster, another minute of past time is forgotten. This does not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a -2 penalty; if two, they save with -1 penalties; if 3 or 4 are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest’s heal or restoration spell, if specially cast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other means will do so.

Fool’s Gold

Range: 10 yards
Components: V, S, M
Duration: 1 hr/level
Casting Time: 1 rd
Area of Effect: 10 cu in/level
Saving Throw: Special

Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. the area of effect is 10 cubic inches per level – i.e., a 1 inch x 1 inch x 10 inch volume or equivalent, equal to about 150 gold coins. Any creature viewing the “gold” is entitled to a saving throw vs. spell, which can be modified by the creature’s Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus, it is unlikely that fools’ gold will be detected if created by a high-level caster. If the “gold” is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the “gold”. If a 25 gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50 gp amber stone is powdered and used, the chance drops to 25%; if a 250 gp topaz is powdered and used, the chance drops to 10%; and if a 500 gp oriental (corundum) topaz is powdered and used, there is only a 1% chance that the cold iron will reveal that it is fools’ gold.