AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: Arcane Magic


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.

Conjure Elemental

Range: 60 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

There are actually four spells in the conjure elemental spell. The wizard is able to conjure an air, earth, fire, or water elemental with this spell-assuming he has the material component for the particular elemental. (A considerable fire source must be in range to conjure a fire elemental; a large amount of water must be available to conjure a water elemental.) Conjured elementals have 8 Hit Dice. It is possible to conjure successive elementals of different types if the spellcaster has memorized two or more of these spells. The type of elemental to be conjured must be decided upon before memorizing the spell. Each type of elemental can be conjured only once per day. The conjured elemental must be controlled by the wizard-the spellcaster must concentrate on the elemental doing his commands-or it turn on the wizard and attacks. The elemental will not break off a combat to do so, but it will avoid creatures while seeking its conjurer. If the wizard is wounded or grappled, his concentration is broken. There is always a 5% chance that the elemental turns on its conjurer regardless of concentration. This check is made at the end of the second and each succeeding round. An elemental that breaks free of its control can be dispelled by the caster, but the chance of success is only 50%. The elemental can be controlled up to 30 yards away per level of the spellcaster. The elemental remains until its form on this plane is destroyed due to damage or until the spell’s duration expires. Note that water elementals are destroyed if they are ever more than 60 yards from a large body of water. The material component of the spell (besides the quantity of the element at hand) is a small amount of one of the following:

Type Component
Air Elemental burning incense
Earth elemental soft clay
Fire Elemental sulphur and phosphorus
Water Elemental      water and sand

Special protection from uncontrolled elementals is available by means of a protection from evil spell.

Cone of Cold

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard’s hand and extending outward in a cone 5 feet long and 1 foot in diameter per level of the caster. It drains heat and causes 1d4+1 points of damage per level of experience of the wizard. For example, a 10th level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing 10d4+10 points of damage. Its material component is a crystal or glass cone of very small size.

Cloudkill

Range: 10 yds
Components: V, S
Duration: 1 rd/level
Casting Time: 5
Area of Effect: 40 x 20 x 20 ft cloud
Saving Throw: None

This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4+1 Hit Dice, cause creatures with 4+1 to 5+1 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain, and creatures with up to 6 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain. Holding one’s breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. The cloudkill moves away from the spellcaster at 10 feet per round, rolling along the surface of the ground. A moderate breeze causes it to alter course (roll for direction), but it does not move back toward its caster. A strong wind breaks it up in 4 rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in 2 rounds. As the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings, thus, the spell is ideal for slaying nests of giant ants, for example. It cannot penetrate liquids, nor can it be cast under water.

Chaos

Range: 5 yds/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 5
Area of Effect: Up to 40 ft cube
Saving Throw: Special

This spell is similar to the 4th level confusion spell, but only the following beings receive a saving throw: fighters, wizards specialized in enchantments, monsters that use no magic and have an Intelligence of 4 or less, creatures of 21 Intelligence or higher, and creatures with more levels or Hit Dice than the caster’s level. The spell causes disorientation and severs perceptual distortion, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. Those allowed saving throws roll them vs. spell with -2 penalties, adjusted for Wisdom. Those who successfully save are unaffected by the spell. Affected creatures react as follows:

D10 Roll      Action
1 Wander away (unless prevented) for duration of spell
2-6 Stand confused for one 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 one round for each level of the caster. Those affected 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 using 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 acts according to its basic nature. The material component for this spell is a small disc of bronze and a small rod of iron.