AD&D 2nd Edition

Everything I have for Second Edition

Category Archives: Arcane Magic


Power Word, Stun

Range: 5 yds/level 
Components: V 
Duration: Special 
Casting Time: 1
Area of Effect: 1 creature 
Saving Throw: None

When a power word, stun spell is uttered, any creature of the wizard’s choice is stunned-reeling and unable to think coherently or act-for a duration dependent on its current hit points. Of course, the wizard must be facing the creature, and the creature must be within the range of 5 yards per experience level of the caster. Creatures with 1 to 30 hit points are stunned for 4d4 rounds, those with 31 to 60 hit points are stunned for 2d4 rounds, those with 61 to 90 hit points are stunned for 1d4 rounds, and creatures with over 90 hit points are not affected. Note that if a creature is weakened so that its hit points are below its usual maximum, the current number of hit points is used.

Mordenkainen’s Sword

Range: 30 yards 
Components: V, S, M 
Duration: 1 rd/level 
Casting Time: 7
Area of Effect: Special 
Saving Throw: None

Upon casting this spell, the wizard brings into being a shimmering, swordlike plane of force. The spellcaster is able to mentally wield this weapon (to the exclusion of all activities other than movement), causing it to move and strike as if it were being used by a fighter. The basic chance for Mordenkainen’s sword to hit is the same as the chance for a sword wielded by a fighter of half the level of the spellcaster. For example, if cast by a 14th level wizard, the weapon has the same hit probability as a sword wielded by a 7th level fighter. The sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those normally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents larger than man size. It lasts until the spell duration expires, a dispel magic is used successfully upon it, or its caster no longer desires it. The material component is a miniature platinum sword with a grip and pommel of copper and zinc, which costs 500 gp to construct, and which disappears after the spell’s completion.

Phase Door

Range: Touch 
Components: V 
Duration: 1 usage/2 levels 
Casting Time: 7
Area of Effect: Special 
Saving Throw: None

When this spell is cast, the wizard attunes his body, and a section of wall is affected as if by a passwall spell. The phase door is invisible to all creatures save the spellcaster, and only he can use the space or passage the spell creates, disappearing when the phase door is entered, and appearing when it is exited. If the caster desires, one other creature of man size or less can be taken through the door; this counts as two uses of the door. The door does not pass light, sound, or spell effects, nor can the caster see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing and similar magic will reveal the presence of a phase door but will not allow its use. The phase door lasts for one usage for every two levels of experience of the spellcaster. It can be dispelled only by a casting of dispel magic from a higher-level wizard, or from several lower-level wizards, casting in concert, whose combined levels of experience are more than double that of the wizard who cast the spell (this is the only instance in which dispel effects can be combined). Rumor has it that this spell has been adapted by a certain powerful wizard (or wizards) to create renewable (or permanent) portals, which may (or may not) be keyed to specific individuals (henchmen) or items (such as rings).

Mordenkainen’s Magnificent Mansion

Range: 10 yards 
Components: V, S, M 
Duration: 1 hr/level 
Casting Time: 7 rounds
Area of Effect: 300 sq ft/level 
Saving Throw: None

By means of this spell, the wizard conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area see only a faint shimmering in the air, in a area 4 feet wide and 8 feet high. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of experience. there is a staff of near-transparent servants, liveried and obedient, to wait upon all who enter. The atmosphere is clean, fresh, and warm. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seem excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those resting have not eaten real food within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the DM. The material components of this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast. (It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster’s wishes.)

Monster Summoning V

Range: Special 
Components: V, S, M 
Duration: 6 rds + 1 rd/level 
Casting Time: 6
Area of Effect: 70 yard radius 
Saving Throw: None

This spell is much like the 3rd level monster summoning I spell, except that this spell summons 1d3 5th level monster. These appear within the spell’s area of effect and attack the caster’s opponents until either he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, and they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with the, and if they are physically capable, perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.

Mass Invisibility

Range: 10 yds/level 
Components: V, S, M 
Duration: Special 
Casting Time: 7
Area of Effect: 60 x 60 yards 
Saving Throw: None

This is a more extensive adaptation of the invisibility spell for battlefield use. It can hide creatures in a 60 yard x 60 yard area: up to 400 man-sized creatures, 30 to 40 giants, or six to eight large dragons. The effect is mobile with the unit and is broken when the unit attacks. Individuals leaving the unit become visible. The wizard can end this spell upon command. The material components of the mass invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.

Control Undead

Range: 60 feet 
Components:
 V, S, M 
Duration:
 1 3d4 rounds + 1 round/level 
Casting Time: 
1 round
Area of Effect:
 1d6 undead 
Saving Throw:
 Special

 This spell enables the wizard to command 1d6 undead creatures for a short period of time. Upon casting the spell, the wizard selects one point within range of the spell. Those undead nearest to this point are affected, until either undead equal in hit dice to the caster’s level or six undead are affected. Undead with three hit dice or less are automatically controlled. Those of greater hit dice are allowed a saving throw versus spell, which if successful negates the attempt to control the creature. Regardless of the success or failure of the saving throw, each creature required to make a check counts toward the hit dice limit of the spell.

Those creatures under the control of the wizard can be commanded by the caster if they are within hearing range. There is no telepathic communication between the caster and the controlled undead. There is no language requirement either. Even if communication is impossible, the controlled undead do not attack the spell caster. At the end of the spell, the controlled undead revert to their normal behaviors. Those not mindless will remember the control exerted by the wizard.

The material component for the spell is a small piece each of bone and raw meat.

Finger of Death

Range: 60 yards 
Components:
 V, S 
Duration:
 Permanent 
Casting Time: 
5
Area of Effect:
 1 creature 
Saving Throw:
 Neg

The finger of death spell snuffs out the victim’s life force. If successful, the victim can be neither raised nor resurrected. In addition, in human subjects the spell initiates changes to the body such that after 3 days the caster can, by means of a special ceremony costing not less than 1,000 gp plus 500 gp per body, animate the corpse as a juju zombie under the control of the caster. The changes can be reversed before animation by a limited wish or similar spell cast directly upon the body, and a full wish restores the subject to life. The caster utters the finger of death spell incantation, points his index finger at the creature to be slain, and unless the victim succeeds in a saving throw vs. spell, death occurs. A creature successfully saving still receives 2d8+1 points of damage. If the subject dies of damage, no internal changes occur and the victim can then be revived normally.

Forcecage

Range: 10 yds/2 levels 
Components:
 V, S, special 
Duration:
 6 turns + 1/level 
Casting Time: 
3-4
Area of Effect:
 20 ft cube 
Saving Throw:
 None

This powerful spell enables the caster to bring into being a cube of force, but it is unlike the magical item of that name in one important respect: The forcecage does not have solid walls of force; it has alternating bands of force with 1/2 inch gaps between. Thus, it is truly a cage, rather than an enclosed space with solid walls. creatures within the area of effect of the spell are caught and contained unless they are able to pass through the openings-and, of course, all spells and breath weapons can pass through the gaps in the bars of force of the forcecage. A creature with magic resistance has a single attempt to pass through the walls of the cage. If the resistance check is successful, the creatures escapes. If it fails, the creature is caged. Note that a successful check does not destroy the cage, nor does it enable other creatures (save familiars) to flee with the escaping creature. The forcecage is also unlike the solid-walled protective device, cube of force, in that it can be gotten rid of only by means of a dispel magic spell or by the expiration of the spell. By means of special preparation at the time of memorization, a forcecage spell can be altered to a forcecube spell. The cube created is 10 feet on a side, and the spell then resembles that of a cube of force in all respects save that of the differences between a cast spell and the magic of a device, including the methods of defeating its power. Although the actual casting of either application of the spell requires no material component, the study required to commit it to memory does demand that the wizard powder a diamond of at least 1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he desires to create via spellcasting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the wizard must then toss the dust into the air and it will disappear.

Limited Wish

Range: Unlimited 
Components: V 
Duration: Special 
Casting Time: Special
Area of Effect: Special 
Saving Throw: Special

The limited wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. the use of a limited wish will not substantially change major realities, nor will it bring wealth or experience merely by asking. The spell can, for example, restore some hit points (or all hit points for a limited duration) lost by the wizard. It can reduce opponent hit probabilities or damage, increase duration of some magical effect, cause a creature to be favorably disposed to the spellcaster, mimic a spell of 7th level or less, and so on (see the 9th level wish spell). Greedy desires usually end in disaster for the wisher. Casting time is based on the time spent preparing the wording for the spell (clever players decide what they want to say before using the spell). Normally, the casting time is one round (most of it being taken up by deciding what to say). Casting this spell ages the caster one year per 100 years of regular life span.