AD&D 2nd Edition

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Category Archives: 5th Level


Feeblemind

Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

This spell is sued solely against people or creatures who use magic spells. The feeblemind causes the subject’s intellect to degenerate to that of a moronic child. The subject remains in this state until a heal or wish spell is used to cancel the effects. Magic using beings are very vulnerable to this spell; thus, their saving throws are made with the following adjustments:

Spell Use of Target Saving Throw Adjustment
Priest +1
Wizard (human) -4
Combination or nonhuman     -2

Wisdom adjustments apply to the saving throw. The material component of this spell is a handful of clay, crystal, glass, or mineral spheres, which disappears when the spell is cast.

False Vision

Range: 0
Components: V, S, M
Duration: 1d4 rds + 1 rd/level
Casting Time: 5
Area of Effect: 30 ft radius
Saving Throw: None

When this spell is cast, the wizard is able to confound any attempt to scry (by means of either a spell or a magical device) any point within the area of effect of the spell. To use the spell, he must be aware of the scrying attempt, although knowledge of the scryer or the scryer’s location is not necessary. Upon casting the spell, the caster and all he desires within the radius of the spell become undetectable to the scrying. Furthermore, the caster is able to send whatever message he desires, including vision and sound, according to the medium of the scrying method. To do this, the caster must concentrate on the message he is sending. Once concentration is broken, no further images can be sent, although the caster remains undetectable for the duration of the spell. The material component for this spell is the ground dust of an emerald worth at least 500 gp, which is sprinkled into the air when the spell is cast.

Fabricate

Range: 5 yds/level
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: 1 cu yd/level
Saving Throw: None

By means of this spell, the wizard is able to convert material of one sort into a product that is of the same material. Thus, the spellcaster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things cannot be created or altered by a fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If the caster works with a mineral, the area of effect is reduced by a factor of 27 (1 cubic foot per level instead of 1 cubic yard). Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated unless the wizard otherwise has great skill in the appropriate craft. Casting requires one full round per cubic yard (or foot) or material to be affected by the spell.

Extension II

Range: 0
Components: V
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell is the same as the 4th level Extension I spell, except it extends the duration of 1st through 4th level spells by 50%.

Dream

Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None

The dream spell enables the caster, or a messenger touched by the caster, to send messages to others in the form of dreams. At the beginning of the spell, the caster must name the recipient or identify him by some title that leaves no doubt as to his identity. As the caster completes the spell, the person sending the spell falls into a deep trancelike sleep, and instantaneously projects his mind to the recipient. The sender then enters the recipient’s dream and delivers the message unless the recipient is magically protected. If the recipient is awake, the message sender can choose to remain in the trancelike sleep. If the sender is disturbed during this time, the spell is immediately canceled and the sender comes out of the trance. The whereabouts and current activities of the recipient cannot be learned through this spell. The sender is unaware of his own surroundings or the activities around him while he is in his trance. He is totally defenseless, both physically and mentally (i.e., he always fails any saving throw) while in the trance. Once the recipient’s dreams are entered, the sender can deliver a message of any length, which the recipient remembers perfectly upon waking. The communication is one-way; the recipient cannot ask questions or offer information, nor can the sender gain any information by observing the dreams of the recipient. Once the message is delivered, the sender’s mind returns instantly to his body. The duration of the spell is the time required for the sender to enter the recipient’s dream and deliver the message. The reverse of this spell, nightmare, enables the caster to send a hideous and unsettling vision to the recipient, who is allowed a saving throw vs. spell to avoid the effect. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the recipient fatigued and unable to regain spells for the next day. A dispel evil spell cast upon the recipient stuns the caster of the nightmare for one turn per level of the cleric countering this evil sending.

Domination

Range: 10 yards/level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: 1 person
Saving Throw: Neg.

The domination spell enables the caster to control the actions of any person until the spell is ended by the subject’s Intelligence (see the charm person spell). Elves and half-elves resist this enchantment as they do all charm-type spells. Then the spell is cast, the subject must roll a saving throw vs. spell at a penalty of -2, but Wisdom adjustments apply. Failure means the wizard has established a telepathic link with the subject’s mind. If a common language is shared, the wizard can generally force the subject to perform as the wizard desires, within the limits of the subject’s body structure and Strength. Note that the caster does not receive direct sensory input from the subject. Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, there is no limit to the range at which it can be exercised, as long as the caster and subject are on the same plane. A protection from evil spell can prevent the caster from exercising control or using the telepathic link while the subject is so warded, but it cannot prevent the establishment of domination.

Distance Distortion

Range: 10 yards/level
Components: V, S, M
Duration: 2 turns/level
Casting Time: 5
Area of Effect: 10 ft cube/level
Saving Throw: None

This spell can be cast only in an area completely surrounded or enclosed by earth, rock, sand, or similar materials. The wizard must also cast a conjure elemental spell to summon an earth elemental. The elemental serves without attempting to break free when the spellcaster announces that his intent is to cast a distance distortion spell. The spell places the earth elemental in the area of effect, and the elemental then causes the area’s dimensions to be either doubled or halved for those traveling over it (spellcaster’s choice). Thus, a 10 foot x 100 foot corridor could seem to be either 5 feet wide and 50 feet long or 20 feet wide and 200 feet long. When the spell duration has elapsed, the elemental returns to its own plane. The true nature of an area affected by distance distortion is undetectable to any creature traveling along it, but the area dimly radiates magic, and a true seeing spell can reveal that an earth elemental is spread within the area. The material needed for this spell is a small lump of soft clay.

Dismissal

Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 rd
Area of Effect: 1 creature
Saving Throw: Neg.

By means of this spell, a wizard on the Prime Material Plane seeks to force or enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster’s level is compared to the creature’s level or Hit Dice. If the wizard’s level is higher, the difference is subtracted from the creature’s die roll for its saving throw vs. spell. If the creature’s level or Hit Dice is higher, the difference is added to the saving throw roll. If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll). If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own. The material components is any item that is distasteful to the subject creature.

Demishadow Monsters

Range: 30 yards
Components: V, S
Duration: 1 rd/level
Casting Time: 5
Area of Effect: 20 ft cube
Saving Throw: Special

This spell is similar to the 4th level spell shadow monsters, except that the monsters created are effectively 40% of normal hit points. If the saving throw is made, their damage potential is only 40% of normal and their Armor Class is 8. The monsters have none of the special abilities of the real creatures, although victims may be deluded into believing this to be so.

Contact Other Plane

Range: 0
Components: V
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

When this spell is cast, the wizard sends his mind to another plane of existence in order to receive advice and information from powers there. As these powers resent such contact, only brief answers are given. (The DM answers all questions with “yes”, “no”, “maybe”, “never”, “irrelevant”, etc.) Any questions asked are answered by the power during the spell’s duration. The character con contact an elemental plane or some plane farther removed. For every two levels of experience of the wizard, one question may be asked. Contact with minds far removed from the plane of the wizard increases the probability of the spellcaster going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the Intelligence of the power contacted determines the effects. The accompanying random table is subject to DM changes, development of extraplanar NPC beings, and so on. If insanity occurs, it strikes as soon as the first questions is asked. This condition lasts for one week for each removal of the plane contacted (see the DMG or the PLANESCAPE Campaign Setting boxed set), to a maximum of 10 weeks. There is a 1% chance per plane that the wizard dies before recovering, unless a remove curse spell is cast upon him. A surviving wizard can recall the answer to the question. On rare occasions, this divination may be blocked by the action of certain lesser or greater powers.

Plane Chance of Insanity*    Chance of Knowledge    Chance of Veracity**
Elemental Plane 20% 55% (90%) 62% (75%)
Inner Plane 25% 60% 65%
Astral Plane 30% 65% 67%
Outer Plane, Int 19      35% 70% 70%
Outer Plane, Int 20 40% 75% 73%
Outer Plane, Int 21 45% 80% 75%
Outer Plane, Int 22 50% 85% 78%
Outer Plane, Int 23 55% 90% 81%
Outer Plane, Int 24 60% 95% 85%
Outer Plane, Int 25 65% 98% 90%

* For every point of Intelligence of 15, the wizard reduces the chance of insanity by 5%.

** If the being does not know an answer, and the chance of veracity is not made, the being will emphatically give an incorrect answer. If the chance of veracity is made, the being will answer “unknown”. Percentages in parentheses are for questions that pertain to the appropriate elemental plane.

Optional Rule
The DM may allow a specific Outer Plane to be contacted (see the PLANESCAPE Campaign Setting boxed set). In this case, the difference in alignment between the caster and the plane contacted alters the maximum Intelligence that can be contacted-each difference in moral or ethical example, an 18t level lawful good caster could contact Mount Celestia (a lawful good plane) on the “Intelligence 20” line, or Elysium ( a neutral good plane) on the “Intelligence 19” line.