AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: Arcane Magic


Control Weather

Range: 0
Components: V, S, M
Duration: 4d6 hrs
Casting Time: 1 turn
Area of Effect: 4d4 sq mi
Saving Throw: None

The control weather spell enables a wizard to change the weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart.

Precipitation Temperature Wind
CLEAR WEATHER HOT CALM
Very clear Sweltering heat      Dead calm
Light clouds or hazy Warm Light wind
PARTLY CLOUDY WARM Moderate wind
Clear weather Hot MODERATE WIND
Cloudy Cool Calm
Mist/light rain COOL Strong wind
small hail Warm STRONG WIND
Sleet/light snow Cold Moderate wind
CLOUDY COLD Gale
Partly cloudy Cool GALE
Deep clouds Arctic cold Strong wind
Fog   Storm
Heavy rain/large hail   STORM
Driving sleet/heavy snow          Gale
    Hurricane-typhoon

The upper-cased headings represent the existing weather conditions. The small heading beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible-fog and strong wind, for example. Multiple CONTROL WEATHER spells can be used only in succession. The material components for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.

Contingency

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

By means of this spell, the wizard is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the contingency spell. The contingency spell and the spell it is to bring into effect are cast at the same time (the one-turn casting time indicated is the total for both castings). The spell to be brought into effect by the prescribed contingency must be one that affects the wizard’s person (feather fall, levitation, fly, feign death, etc.) and be of a spell level no higher than 1/3 of the caster’s experience level (rounded down), but not higher than the 6th spell level.

Caster Level     Contingency Spell Level
12-14 4th
15-17 5th
18+ 6th

Only one contingency spell can be placed on the spellcaster at any one time; if a second is cast, the first one (if still active) is canceled. The conditions needed to bring the spell into effect must be clear, although they can be rather general. For example, a contingency spell cast with an airy water spell might prescribe that any time the wizard is plunged into or otherwise engulfed in water or similar liquid, the airy water spell will instantly come into effect. Or a contingency could bring a feather fall spell into effect any time the wizard falls more than 2 feet. In all cases, the contingency immediately brings into effect the second spell, the latter being “cast” instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell complex (the contingency spell and the companion magic) may fail when called upon. The material components of this spell are (in addition to those of the companion spell) 100 gp worth of quicksilver and an eyelash of an ogre mage, ki-rin, or similar spell-using creature. In addition, the spell requires a statuette of the wizard carved from elephant ivory (which is not destroyed, though it is subject to wear and tear), which must be carried on the person of the spellcaster of the contingency spell to perform its function when called upon.

Conjure Animals

Range: Special
Components: V, S
Duration: 1 rd/level
Casting Time: 6
Area of Effect: 30 yds radius
Saving Throw: None

The conjure animals spell enables the wizard to magically create one or more mammals to attack his opponents. The total Hit Dice of the mammals cannot exceed twice his level, if determined randomly, or his level if a specific animal type is requested (see the DUNGEON MASTER GUIDE). Thus, a wizard of 12th level could randomly conjure two mammals with 12 Hit Dice, four with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, twelve with 2 Hit Dice each, or 24 with 1 Hit Die each. Count every +1 hit point bonus of a creature as 1/4 of a Hit Die; thus, a creature with 4+3 Hit Dice equals a 4 3/4 Hit Dice creature. The conjured animal(s) remain for one round for each level of the conjuring wizard, or until slain. They follow the caster’s verbal commands. Conjured animals unfailingly attack the wizard’s opponents, but they resist being used for any other purpose.

Chain Lightning

Range: 40 yds + 5 yds/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

This spell creates an electrical discharge that begins as a single stroke of lightning, 2 1/2 feet wide, commencing from the fingertips of the caster. Unlike a lightning bolt spell, chain lightning strikes one object or creature initially, then arcs to a series of other objects or creature within range, losing energy with each jump. The bolt initially inflicts 1d6 points of damage per level of the caster, to a maximum of 12d6 (half damage if the object or creature rolls a successful saving throw vs. spell). After the first strike, the lightning arcs to the next nearest object or creature. Each jump reduces the strength of the lightning by 1d6. Each creature or magical object hit receives a saving throw vs. spell. Success on this save indicates the creature suffers only half damage from the bolt. The chain can strike as many times (including the first object or creature) as the spellcaster has levels, although each creature or object can be struck only once. Thus, a bolt cast by a 12th level wizard can strike up to 12 times, causing less damage with each strike. The bolt continues to arc until it has struck the appropriate number of objects or creatures, until it strikes an object that grounds it (interconnecting iron bars of a large cell or cage, a large pool of liquid, etc.), or until there are no more objects or creatures to strike. Direction is not a consideration when plotting chain lightning arcs. Distance is a factor-an arc cannot exceed the spell’s range. If the only possible arc is greater than the spell’s range, the stroke fades into nothingness. Creatures immune to electrical attack can be struck, even though no damage is taken. Note that it is possible for the chain to arc back to the caster! The material components are a bit of fur, a piece of amber, glass, or crystal rod, and one silver pin for each experience level of the caster.

Bigby’s Forceful Hand

Range: 10 yards/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

Bigby’s forceful hand is a more powerful version of Bigby’s interposing hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that places itself between the spellcaster and a chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. However, the forceful hand also pushes on the opponent. This force can push away a creature weighing 500 pounds or less, slow movement to 10 feet per round if the creature weighs between 500 and 2,000 pounds, or slow movement by 50% if the creature weighs more than 2,000 pounds. A creature pushed away is pushed to the range limit, or until pressed against an unyielding surface. The hand itself inflicts no damage. The forceful hand has an Armor Class of 0, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can cause it to retreat (to release a trapped opponent, for example) or dismiss it on command.The material component is a glove.

Antimagic Shell

Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 1 ft/level diameter
Saving Throw: None

By means of this spell, the wizard surrounds himself with an invisible barrier that moves with him. The space within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of spells or their effects. Likewise, it prevents the functioning of any magical items or spells within its confines. The area is also impervious to breath weapons, gaze or voice attacks, and similar special attack forms. The antimagic shell also hedges out charmed, summoned, or conjured creatures. It cannot, however, be forced against any creature that it would keep at bay; any attempt to do so create a discernible pressure against the barrier, and continued pressure will break the spell. Normal creatures (a normally encountered troll rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magical sword does not function magically within the area, it is still a sword. Note that creatures on their home plane are normal creatures there. Thus, on the Elemental Plane of Fire, a randomly encountered fire elemental cannot be kept at bay by this spell. Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as this. Should the caster be larger than the area enclosed by the barrier, parts of his person may be considered exposed, at the DM’s option. A dispel magic spell does not remove the spell; the caster can end it upon command.

Wall of Stone

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

This spell creates a wall of granite rock that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 0.25 inch thick and up to 20 square feet per level of experience of the wizard casting the spell. Thus, a 12th level wizard can create a wall of stone 3 inches thick and up to 240 square feet in surface area (a 12 foot wide and 20 foot high wall, for example, to completely close a 10 foot x 16 foot passage). The wall created need not be vertical, nor rest upon any firm foundation (see the wall of iron spell); however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the area of effect by half. Thus, a 20th level caster can create a span with a surface area of 200 square feet. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area. The stone is permanent unless destroyed by a dispel magic or disintegrate spell, or by normal means such as breaking or chipping. The material component is a small block of granite.

Wall of Iron

Range: 5 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 15 sq ft/level or special
Saving Throw: None

When this spell is cast, the wizard causes a vertical iron wall to spring into being. This wall can be used to seal off a passage or close a breach for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. the wall of iron is 1/2 inch thick per level of experience of the spellcaster. The wizard is able to create an iron wall of up to 15 square feet per experience level; thus, a 12th-level wizard can create a wall of iron with an area of 180 square feet. The wizard can double the wall’s area by halving its thickness. If the caster desires, the wall can be created vertically resting on a flat surface, so that it can be tipped over to fall on and crush any creature beneath it. The wall is 50% likely to tip in either direction. This chance can be modified by a force of not less than 30 Strength and 400 pounds mass-each pound of 400 or Strength point over 30 alters the chance by 1% in favor of the stronger side. Creatures with room to flee the falling wall may do so by making successful saving throws vs. death. Those who fail are killed. Huge and gargantuan creatures cannot be crushed by the wall. The wall is permanent, unless successfully dispelled, but it is subject to all forces a normal iron wall is subject to-rust, perforation, etc. The material component of this spell is a small piece of sheet iron.

Wall of Force

Range: 30 yards
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 5
Area of Effect: 10 ft square/level
Saving Throw: None

A wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell’s range. The wall of force cannot move and is totally unaffected by most spells, including dispel magic. However, a disintegrate spell will immediately destroy it, as will a rod of cancellation or a sphere of annihilation. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, etc. Spells and breath weapons cannot pass through it in either direction, although dimension door, teleport, and similar effects can bypass the barrier. The wizard can, if desired, form the wall into a spherical shape with a radius of up to 1 foot per level or an open hemispherical shape with a radius of 1.5 feet per caster level. The wall of force must be continuous and unbroken when formed; if its surface is broken by any object or creature, the spell fails. The caster can end the spell on command. The material component for this spell is a pinch of powdered diamond worth 5,000 gp.

Transmute Rock to Mud

Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 20 ft cube/level
Saving Throw: None 

This spell turns natural rock of any sort into an equal volume of mud. The depth of the mud can never exceed half its length or breadth. If it is cast upon a rock, for example, the rock affected collapses into mud. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 10 feet per round and suffocate, except for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on 5top of it, with the amount of brush required subject to the DM’s discretion. The mud remains until a dispel magic spell or a reverse of this spell, mud to rock, restores its substance-but not necessarily its form. Evaporation turn the mud to normal dirt, at the rate of 1d6 days per 10 cubic feet. The mud to rock reverse can harden normal mud into soft stone (sandstone or similar mineral) permanently unless magically changed. The material components for the spell are clay and water (or sand, lime, and water for the reverse).