AD&D 2nd Edition

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Tag Archives: Abjuration


Forbiddance

Sphere: Protection
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6 rounds
Area of Effect: One 60-foot cube/level
Saving Throw: Special

This spell can be used to secure a consecrated area (see DMG). The spell seals the area from teleportation, plane shifting, and ethereal penetration. At the option of the caster, the ward can be locked by a password, in which case it can be entered only by those speaking the proper words. Otherwise, the effect on those entering the enchanted area is based on their alignment, relative to the caster’s. The most severe penalty is used.

Alignment identical: No effect. If password locked, cannot enter area unless password is known (no saving throw). Alignment different with respect to law and chaos: Save vs. spell to enter the area; if failed, suffer 2d6 points of damage. If password locked, cannot enter unless password is known.

Alignment different with respect to good and evil: Save vs. spell to enter this area; if failed, suffer 4d6 points of damage. If word locked, cannot enter unless password is known. The attempt does cause damage if the save is failed.

Once a saving throw is failed, an intruder cannot enter the forbidden area until the spell ceases. The ward cannot be dispelled by a caster of lesser level than the one who established it. Intruders who enter by rolling successful saving throws feel uneasy and tense, despite their success.

In addition to the priest’s holy symbol, components include holy water and rare incenses worth at least 1,000 gp per 60-foot cube. If a password lock is desired, this also requires the burning of rare incenses worth at least 5,000 gp per 60-foot cube.

Anti-Animal Shell

Sphere: Animal, Protection
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 20′ diameter hemisphere
Saving Throw: None

By casting this spell, the caster brings into being a hemispherical force field that prevents the entrance of any sort of living creature that is wholly or partially animal (not magical or extra planar). Thus a sprite, a giant, or a chimera would be kept out, but undead or conjured creatures could pass through the shell of force, as could such monsters as aerial servants, imps, quasits, golems, elementals, etc. The anti-animal shell functions normally against crossbreeds, such as cambions, and lasts for one turn for each level of experience the caster has attained. Forcing the barrier against creatures strains and ultimately collapses the field.

The spell requires the caster’s holy symbol and a handful of pepper.

Dispel Evil

Sphere: Protection, Summoning
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: Neg.

The priest using this spell causes a summoned creature of evil nature, an evil creature from another plane, or a creature summoned by an evil caster, to return to its own plane or place when the caster successfully strikes it in melee combat. (Examples of such creatures are aerial servants, djinn, efreet, elementals, and invisible stalkers.) An evil enchantment (such as a charm spell cast by an evil creature) that is subject to a normal dispel magic spell can be automatically dispelled by the dispel evil spell . Note that this spel1 lasts for a maximum of one round for each experience level of the caster, or until expended. While the spell is in effect, all creatures that could be affected by it attack with a -7 penalty to their attack rolls when engaging the spellcaster.

The reverse of the spell, dispel good, functions against summoned or enchanted creatures of good alignment or creatures that have been sent to aid the cause of good.

The material components for this spell are the priest’s religious object and holy (or unholy) water.

Atonement

Sphere: All
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 person
Saving Throw: None

This spell is used by the priest to remove the burden of unwilling or unknown deeds from the person who is the subject of the atonement. The spell removes the effects of magical alignment change as well. The person seeking the atonement spell must either be truly repentant or not have been in command of his own will when the acts to be atoned for were committed. Your DM will judge this spell in this regard, noting any past instances of its use upon the person. Deliberate misdeeds and acts of knowing and willful nature cannot be atoned for with this spell (see the quest spell). A character who refuses to accept an atonement is automatically considered to have committed a willful misdeed.

The priest needs his religious symbol, prayer beads or wheel or book, and burning incense.

Anti-Plant Shell

Sphere: Plant, Protection
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 8
Area of Effect: 15′ diameter hemisphere
Saving Throw: None

The anti-plant shell spell creates an invisible, mobile barrier that keeps out all creatures or missiles of living vegetable material. Thus, the caster (and any creatures within the shell) is protected from attacking plants or vegetable creatures such as shambling mounds or treants. Any attempt to force the barrier against such creatures shatters the barrier immediately. The spell lasts for one turn for each experience level of the caster.

Spell Immunity

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

By means of this spell, the priest renders a creature touched immune to the effects of a specified spell of 4th level or lower. It protects against spells, spell-like effects of magical items, and innate spell-like abilities of creatures. It does not protect against breath weapons or gaze attacks of any type. The spell has additional limitations. First, the caster must have directly experienced the effect of the spell specified. For example, if the caster has been attacked by a fireball spell at some time, then he can use spell immunity to provide protection from a fireball. Second, the spell cannot affect a creature already magically protected by a potion, protective spell, ring, or other device. Third, only a particular spell can be protected against, not a certain sphere of spells or a group of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is still vulnerable to a shocking grasp spell.

The material component for spell immunity is the same as that for the spell to be protected against.

Repel Insects

Sphere: Animal, Protection
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: None

When this spell is cast, the priest creates an invisible barrier to all sorts of insects, and normal insects do not approach within 10 feet of the caster while the spell is in effect. Giant insects with Hit Dice less than 1/3 of the caster’s experience level are also repelled (e.g., 2 Hit Dice for 7th- to 9th-level casters, 3 Hit Dice at 10th- through 12th-level, etc.). Insects with more Hit Dice can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful saving throw vs. spell. Those that do sustain ld6 points of damage from passing of the magical barrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures-it affects only true insects.

The material components of the repel insects spell include any one of the following: several crushed marigold flowers, a whoJe crushed leek, seven crushed stinging nettle leaves, or a small Jump of resin from a camphor tree.

Protection From Lightning

Sphere: Protection, Weather
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

The effect of a protection from lightning spell changes depending on who is the recipient of the magic-the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.

* If the spell is cast upon the caster, it confers complete invulnerability to electrical attack such as dragon breath, or magical lightning such as lightning bolt, shocking grasp, storm giant, will ‘o wisp, etc., until the spell has absorbed 10 points of electrical damage per level of the caster, at which time the spell is negated.

* If the spell is cast upon another creature, it gives a bonus of +4 to the die roll for saving throws made vs. electrical attacks, and it reduces the damage sustained from such attacks by 50%.

The caster’s holy symbol is the material component.

Protection From Evil, 10′ Radius

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10-foot-radius sphere
Saving Throw: None

The globe of protection of this spell is identical in all respects to that of a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monster if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the OM decides. If such a creature is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.

The reverse, protection from good, 10′ radius, wards against good creatures.

To complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) water and incense (or smoldering dung), according to the protection from evil spell.

Free Action

(Abjuration, Enchantment)

Sphere: Charm
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None

This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as web or slow spells) or while under water. It even negates or prevents the effects of paralysis and l1old spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such cutting weapons as axes and swords and with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The free action spell does not, however, a11ow water breathing without further appropriate magic.

The material component is a leather thong, bound around the arm or similar appendage, which disintegrates when the spell expires.