AD&D 2nd Edition

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Category Archives: Arcane Magic


Phantasmal Killer

Range: 5 yds/level
Components: V, S
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special

When this spell is cast, the wizard creates the illusion of the most fearsome thing imaginable to the victim, simply by forming the fears of the victim’s subconscious mind into something that its conscious mind can visualize – the most horrible beast. Only the spell recipient can see the phantasmal killer (the caster sees only a shadowy shape), but if it succeeds in scoring a hit, the subject dies from fright. The beast attacks as a 4 Hit Dice monster. It is invulnerable to all attacks and can pass throughout any barriers. Once cast, it inexorably pursues the subject, for it exists only in the subject’s mind. The only defenses against a phantasmal killer are an attempt to disbelieve (which can be tried but once), slaying or rendering unconscious the wizard who cast the spell, or rendering unconscious the target of the spell for its duration. To disbelieve the killer, the subject must specifically state the attempt and then roll an Intelligence check.

Special modifiers apply to this attack:
Condition Modifier
Surprise -2
Subject previously attacked by this spell +1
Subject is an illusionist +2
Subject is wearing a helm of telepathy +3
Magic resistance, bonuses against fear, and Wisdom adjustments also apply.

The subject’s magic resistance is checked first; if the spell overcomes the resistance, the subject’s fear/Wisdom bonuses (if any) then apply as negative modifiers to his Intelligence check. If the subject of a phantasmal killer attack succeeds in disbelieving, and he is wearing a helm of telepathy, the beast can be turned upon the wizard, who must then disbelieve it or be subject to its attack and possible effects. If the subject ignores the killer to perform other actions, such as attacking the caster, the killer may, at the DM’s option, gain bonuses to hit (for flank or rear attacks, etc). Spells such as remove fear and cloak of bravery, cast after the killer has attacked, grant another check to disbelieve the effect.

Otiluke’s Resilient Sphere

Range: 20 yds
Components: V, S, M
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 1 ft diameter/level
Saving Throw: Neg.

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature – if it is small enough to fit within the diameter of the sphere and it fails to successfully save vs. spell. The resilient sphere contains its subject for the spell’s duration, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. These cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but all that occurs is a movement of the sphere. The globe can be physically moved either by people outside the globe or by the struggles of those within. The material components of the spell are a hemispherical piece of diamond (or similar hard, clear gem material) and a matching hemispherical piece of gum arabic.

Monster Summoning II

Range: Special
Components: V, S, M
Duration: 3 rds + 1 rd/level
Casting Time: 4
Area of Effect: 40 yd radius
Saving Throw: None

This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 1d6 2nd-level monsters. These appear anywhere within the spell’s area of effect and attack the caster’s opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.

Minor Globe of Invulnerability

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 5 ft radius
Saving Throw: None

This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical globe, and these pass from the caster of the globe to their subject without affecting the globe. Fourth and higher levels spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell.

The caster can leave and return to the globe without penalty. Note that spell effects are not actually disrupted by the globe unless cast directly through or into it: The caster would still see a mirror image created by a wizard outside the globe. If that wizard then entered the globe, the images would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing in the area of a light spell would still receive sufficient light for vision, even through that part of the light spell volume in the globe would not be luminous. The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.

Minor Creation

Range: Touch
Components: V, S, M
Duration: 1 hr/level
Casting Time: 1 turn
Area of Effect: 1 cubic ft/level
Saving Throw: None

This spell enables the wizard to create an item of nonliving, vegetable nature – soft goods, rope, wood, etc. The caster actually pulls wisps of material of the plane of Shadow from the air and weaves them into the desired item. The volume of the item created cannot exceed 1 cubic foot per level of the spellcaster. The item remains in existence for only as long as the spell’s duration. The spellcaster must have at least a tiny piece of matter of the same type of item he plans to create by means of the minor creation spell – a bit of twisted hemp to create rope, a splinter of wood to create a door, and so forth.

Massmorph

Range: 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 10 ft cube/level
Saving Throw: None

When this spell is cast upon willing creatures of man-size or smaller, up to 10 such creatures per level of the caster can be magically altered to appear as trees of any sort. Thus, a company of creatures can be made to appear as a copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed through and even touched by other creatures without revealing their true nature. Note, however, that blows to the creature-trees cause damage, and blood can be seen. Creatures to be massmorphed must be within the spell’s area of effect; unwilling creatures are not affected.

Affected creatures remain unmoving but aware, subject to normal sleep requirements, and able to see, hear, and fell for as long as the spell is in effect. The spell persists until the caster commands it to cease or until a dispel magic spell is cast upon the creatures. Creatures left in this state for extended periods are subject to insects, weather, disease, fire and other natural hazards. The material component of this spell is a handful of bark chips from the type of tree the creatures are to become.

Magic Mirror

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

By means of this spell, the wizard changes a normal mirror into a scrying device similar to a crystal ball. The details of the use of such a scrying device are found in the DMG (in Appendix 3: Magical Item Description, under the description for the crystal ball). The mirror used must be of finely wrought and highly polished silver and cost not less than 1,000 gp. This mirror is not harmed by casting the spell, but the other material components – the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc – are used up. The following spells can be cast through a magic mirror: comprehend languages, read magic, tongues, and infravision. The following spells have a 5% chance per level of the caster of operating correctly: detect magic, detect good or evil, and message. The base chances for the subject to detect any crystal ball-like spell are listed in the DMG (again, in Appendix 3: Magical Item Description, under the description for the crystal ball).

Leomund’s Secure Shelter

Range: 20 yards
Components:
V, S, M
Duration:
1d4+1 hrs + 1 hr/level
Casting Time:
4 turns
Area of Effect:
30 sq ft/level
Saving Throw:
None

This spell enables the wizard to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast – stone, timber, or (at worst) sod. The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace. While the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants.

The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants). The door, shutters, and even chimney are secure against intrusion, the former two being wizard locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell.

Lastly, an unseen servant is conjured to provide service to the spellcaster. The inside of the shelter contains rude furnishings as desired by the spellcaster – up to 8 bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk. The material components of this spell are a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and a small splinter of wood. These must be augmented by the components of the alarm and unseen servant spells if these benefits are to be included (string and silver wire and a small bell).

Improved Invisibility

Range: Touch
Components: V, S
Duration: 4 rds + 1 rd/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that telltale traces (such as a shimmering effect) sometimes allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character’s saving throws are made with a +4 bonus. Beings with high Hit Dice that might normally notice invisible opponents will notice a creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the character).

Illusionary Wall

Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: 1 x 10 x 10 ft
Saving Throw: None

This spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled. It appears absolutely real when viewed (even magically, as with the priest spell true seeing or its equivalent), but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, normal demihuman and magical detection abilities work normally, and touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear. The material component is a rare dust that costs at least 400 gp and requires 4 days to prepare.