AD&D 2nd Edition

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Category Archives: 3rd Level


Explosive Runes

Range: Touch
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 1- ft radius
Saving Throw: None or 1/2

By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect – 5% chance per level of magic use experience of the reader; thieves have only a 5% chance, but trap detection by spell or magical device always finds these runes. When read, the explosive runes detonate, delivering 6d4 +6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell, explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the DMG).

Dispel Magic

Range: 120 yds
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30 ft cube
Saving Throw: None

When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:

First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects.

Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast.

Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).

Each effect or potion in the spell’s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds); if the caster is of lower level, the difference is added to the number needed on 1d20 to dispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.

A dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.

Summary of Dispel Magic Effects
Source of Effect Resists As Result of Dispel
Caster None Dispel automatic
Other caster/innate ability     Level/HD of other caster Effect negated
Wand 6th level *
Staff 8th level *
Potion 12th level Potion destroyed
Other magic 12th, unless special *
Artifact DM discretion DM discretion
*Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.  

Delude

Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 30 ft radius
Saving Throw: Neg.

By means of a delude spell, the wizard conceals his own alignment with that of any creature within a 30 foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know alignment spell used against the caster discovers only the assumed alignment. Note that a detect good or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a delude spell is used in conjunction with a change self or alter self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.

Clairvoyance

Range: Unlimited
Components: V, S, M
Duration: 1 rd/level
Casting Time: 3
Area of Effect: Line of sight
Saving Throw: None

Similar to the clairaudience spell, the clairvoyance spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known – familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10 foot radius from the center of the spell’s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has some indication that it is so blocked. The spell creature an invisible sensor, similar to that created by a crystal ball, that can be dispelled. The spell functions only on the wizard’s current plane of existence. The material component is a pinch of powdered pineal gland.

Clairaudience

Range: Unlimited
Components: V, S, M
Duration: 1 rd/level
Casting Time: 3
Area of Effect: 60 ft radius
Saving Throw: None

The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60 foot radius of that point. Distance is not a factor, but the locale must be known – a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball, that can be dispelled. The spell functions only on the wizard’s current plane of existence. The material component of the spell is a small horn of at least 100 gp value.

Blink

Range: 0
Components: V, S
Duration: 1 rd/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

By means of the spell, the wizard causes his material form to “blink” directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked. Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink – the result of the dice roll is used as the wizard’s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1=right ahead, 2=right, 3=right behind, 4=behind, 5=left behind, 6=left, 7=left ahead, 8=ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane.

During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster. If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks the last in the round).

The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the 2 rolls are not added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he’s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).