AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: 4th Level


Confusion

Range: 120 yards
Components: V, S, M
Duration: 2 rds + 1 rd/level
Casting Time: 4
Area of Effect: Up to 60 ft cube
Saving Throw: Special

This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell. Confused creatures react as follows:

D10 Roll      Action
1 Wander away (unless prevented) for duration of spell
2-6 Stand confused for on round (then roll again)
7-9 Attack nearest creature for one round (then roll again))
10 Act normally for one round (then roll again))

The spell lasts for 2 rounds plus one round for each level of the caster. Those who fail are checked by the DM for actions each round for the duration of the spell, or until the “wander away for the duration of the spell” result occurs. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and act according to its basic nature. If there are many creatures involved, the DM may decide to assume average results. For example, if there are 16 orcs affected and 25% could be expected to make the saving throw, then four are assumed to have succeeded. Out of the other 12, one wanders away, four attack the nearest creature, six stand confused, and the last acts normally but must check next round. Since the orcs are not near the party, the DM decides that 2 attacking the nearest creature attack each other, one attacks an orc that saved, and one attacks a confused orc, which strikes back. The next round, the base is 11 orcs, since for originally saved and one wandered off. Another one wanders off, five stand confused, four attack, and one acts normally. The material component is a set of three nut shells.

Charm Monster

Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: 1 or more creatures in 20 ft radius
Saving Throw: Neg.

This spell is similar to a charm person spell, but it can affect any living creature – or several low-level creatures. The spell affects 2d4 Hit Dice or levels of creatures, although it only affects one creature of 4 or more Hit Dice or levels, regardless of the number rolled. All possible subjects receive saving throws vs. spell, adjusted for Wisdom. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received. Any affected creature regards the spellcaster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature follows reasonable requests, instructions, or orders most faithfully (see the suggestion spell). If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm. Affected creatures eventually come out from under the influence of the spell. This is a function of the creature’s level (i.e., its Hit Dice).

Monster Level or Hit Dice      % Chance Per Week of Breaking Spell
1st or up to 2 5%
2nd or up to 3+2 10%
3rd or up to 4+4 15%
4th or up to 6 25%
5th or up to 7+2 35%
6th or up to 8+4 45%
7th or up to 10 60%
8th or up to 12 75%
9th or over 12 90%

The exact day of the week and time of day is secretly determined by the DM.