AD&D 2nd Edition

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Arcane Magic - 7th Level

Charm Plants

School:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Range: 30 yards 
Components:
 V, S, M 
Duration:
 permanent 
Casting Time:
1 turn
Area of Effect:
 Special 
Saving Throw:
 Neg.

The charm plants spell enables the spellcaster to bring under command vegetable lifeforms and communicate with them. These plants obey instructions to the best of their ability. This spell will charm plants and a 30′ x 10′ area. While the spell does not endow the vegetation with new abilities, it does enable the wizard to command the plants to use whatever they have in order to fulfill his instructions; if the plants in the area of effect do have special or unusual abilities, these are used as commanded by the wizard. For example, the spell can generally duplicate the effects of the 1st-level priest spell entangle, if the caster desires. The saving throw applies only to intelligent plants, and it is made with a -4 penalty to the die roll.

The material components of the spell are a pinch of humus, a drop of water, and a twig or leaf.