AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: Arcane Magic


Enchanted Weapon

Range: Touch
Components: V, S, M
Duration: 5 rds/level
Casting Time: 1 turn
Area of Effect: Weapon(s) touched
Saving Throw: None

This spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 weapon, with +1 to attack and damage rolls. Thus, arrows, axes, bolts, bows, daggers, hammers, maces, spears, swords, etc., can be made into temporarily enchanted weapons. Two small weapons (arrows, bolts, daggers, etc.) or one large weapon (axe, bow, hammer, mace, etc) weapon can be affected by the spell. The spell functions on existing magical weapons as long as the total combined bonus is +3 or less. Missile weapons enchanted in this way lose their enchantment when they successfully hit a target, but otherwise the spell lasts its full duration. This spell is often used in combination with the enchant an item and permanency spells to create magical weapons, with this spell being cast once per desired plus of the bonus. The material components of this spell are powdered lime and carbon.

Emotion

Range: 10 yds/level
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: 20 ft cube
Saving Throw: Neg.

When this spell is cast, the wizard can create a single emotional reaction in the subject creatures. The following are typical:

  1. Courage: This emotion causes the creatures affected to become berserk, fighting with a +1 bonus to the attack dice, causing +3 points of damage, and temporarily gaining 5 hit points. The recipients fight without shield and regardless of life, never checking morale. This spell counters (and is countered by) fear.
  2. Fear: The affected creatures flee in panic for 2d4 rounds. It counters (and is countered by) courage.
  3. Friendship: The affected creatures react more positively (for example, tolerance becomes goodwill). It counters (and is countered by) hate.
  4. Happiness: This effect creates joy and a feeling of complacent well-being, adding +4 to all reaction rolls and making attack unlikely unless the creatures are subject to extreme provocation. It counters (and is countered by) sadness.
  5. Hate: The affected creatures react more negatively (for example, tolerance becomes negative neutrality). It counters (and is countered by) friendship.
  6. Hope: The effect of hope is to raise morale, saving throw rolls, attack rolls, and damage caused by +2. It counters (and is countered by) hopelessness.
  7. Hopelessness: The affected creatures submit to the demands of any opponent: surrender, get out, etc. Otherwise, the creatures are 25% likely to do nothing in a round, and 25% likely to turn back or retreat. It counters (and is countered by) hope.
  8. Sadness: This creates unhappiness and a tendency toward maudlin introspection. This emotion penalizes surprise rolls by -1 and adds +1 to initiative rolls. It counters (and is countered by) happiness.

All creatures in the area at the instant the spell is cast are affected unless successful saving throws vs. spell are made, adjusted for Wisdom. The spell lasts as long as the wizard continues to concentrate on projecting the chosen emotion. Those who fail the saving throw against fear must roll a new saving throw if they return to the affected area.

Dimension Door

Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

By means of a dimension door spell, the wizard instantly transfers himself up to 30 yards distance per level of experience. This special form of teleportation allows for no error, and the wizard always arrives at exactly the spot desired – whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such as, “300 yards straight downward,” or, “upward to the northwest, 45 degree angle, 420 yards.” If the wizard arrives in a place that is already occupied by a solid body, he remains trapped in the Astral Plane. If distances are stated and the spellcaster arrives with no support below his feet (i.e., in mid-air), falling and damage result unless further magical means are employed. All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster. Recovery from use of a dimension door spell requires one round.

Dig

Range: 30 yards
Components: V, S, M
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 5 ft cube/level
Saving Throw: Special

A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole 5 feet on a side). In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every 5 feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after 5 feet, and quicksand fills in as rapidly as it is dug. Any creature at the edge (within 1 foot) of a pit must roll a successful Dexterity check or fall into the hole. Creature moving rapidly toward a pit dug immediately before them must roll a saving throw vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate decided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid being buried; it escapes the pit if successful.

Tunneling is possible with this spell as long as there is space available for the material removed. Chances for collapse are doubled and the safe tunneling distance is half of the safe excavation depth, unless such construction is most carefully braced and supported. The spell is also effective against creatures of earth and rock, particularly clay golems and those from the Elemental Plane of Earth. When cast upon such a creature, it suffers 4d6 points of damage. A successful saving throw vs. spell reduces this damage to half. To activate the spell, the spellcaster needs a miniature shovel and tiny bucket and must continue to hold them while each it is excavated. These items disappear at the conclusion of the spell.

Detect Scrying

Range: 0
Components: V, S, M
Duration: 1d6 turns + 1 turn/level
Casting Time: 3
Area of Effect: 120 ft radius
Saving Throw: Special

By means of this spell, the wizard immediately become aware of any attempt to observe him by means of clairvoyance, clairaudience, or magic mirror. This also reveals the use of crystal balls or other magical scrying devices, provided the attempt is within the area of effect of the spell. Since the spell is centered on the spellcaster, it moves with him, enabling him to “sweep” areas for the duration of the spell. When a scrying attempt is detected, the scryer must immediately roll a saving throw. If this is failed, the identity and general location of the scryer immediately become known to the wizard who cast this spell. The general location is a direction and significant landmark close to the scryer. Thus, the caster might learn, “The wizard Sniggel spies on us from east, under the stairs,” or, “You are watched by Asquil in the city of Samarquol.” The material components for this spell are a small piece of mirror and a miniature brass hearing trumpet.

Contagion

Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover. Characters ignoring the contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.

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.

Wraithform

Range: 0
Components: S, M
Duration: 2 rds/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a -4 penalty to recognize the spell. The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful dispel magic spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word. The material components for the spell are a bit of gauze and a wisp of smoke.

Wind Wall

Range: 10 yds/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 3
Area of Effect: wall, 10 x 5 ft/level, 2 ft wide
Saving Throw: Special

This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength – a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under 2 pounds in weight receive a -4 penalty to a first shot and -2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures. The material components are a tiny fan and a feather of exotic origin.