AD&D 2nd Edition

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Tag Archives: Abjuration


Sanctuary

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 2 rounds +1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed , the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell. the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example. or to bless, perform an augury. chant. cast a light in the area (not upon an opponent!), and so on.

The components of the spell include the priest’s holy symbol and a small silver mirror.

Remove Fear

Sphere: Charm
Range: 10 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 creature/4 levels
Saving Throw: Special

The priest instills courage in the spell recipient, raising the creature’s saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.).

The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa. Neither spell has any effect on undead of any sort.

Protection From Evil

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:

First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by protecting creature with a +2 bonus.

Second, any attempt to exercise mental control over the protected creature (if, for example, it had been charmed by a vampire) or to invade and take over its mind (as by a ghost magic jar attack) is blocked by this spell. Note that the protection does not prevent the vampires charm itself, nor end it, but it does prevent the vampire from exercising control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.

Third, the spell prevents bodily contact by creatures of an extra planar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, corn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

To complete this spell, the priest uses holy water or burning incense.

This spell can be reversed to become protection from good; the second and third benefits remain unchanged.

The material components for the reverse are a circle of unholy water or smoldering dung.

Invisibility to Undead

Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: 6 rounds
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Special

This spell causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward.

The material component is the priest’s holy symbol.

Prismatic Sphere

Range: 0
Components: V
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10 ft radius
Saving Throw: Special

This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multicolored light to surround him, giving protection from all forms of attack. the sphere flashes in all colors of the visible spectrum, seven of which have distinct powers and purposes. Any creature with fewer than 8 Hit Dice is blinded for 2d4 turns by the colors of the sphere. Only the spellcaster can pass in and out of the prismatic sphere without harm, though he can cast it over others to protect them. The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, and so on. Any creature passing through the barrier receives the effect of every color still remaining. The following table shows the colors and effects of the prismatic sphere, as well as what will negate each globe. Note that typically the upper hemisphere of the globe is visible, as the spellcaster is at the center of the sphere, so the lower half is usually hidden by the floor surface he is standing on. Furthermore, a rod of cancellation or a Mordenkainen’s disjunction spell will destroy a prismatic sphere (but an antimagic shell will fail to penetrate it). Otherwise, anything short of an artifact or relic entering the sphere is destroyed, and any creature is subject to the effects of every color still active-i.e., 70-140 points of damage plus death, petrification, insanity, and instantaneous transportation to another plane.

Prismatic Sphere Effects
Color Order Effect of Color Spell Negated By
Red 1st Stops nonmagical missiles-inflicts 20 points of damage, save for half cone of cold
Orange 2nd Stops magical missiles-inflicts 40 points of damage, save for half gust of wind
Yellow 3rd stops poisons, gases, and petrification-inflicts 80 points of damage, save for half disintegrate
Green 4th stops breath weapons-save vs. poison or die; survivors suffer 20 points of damage passwall
Blue 5th stops location/detection and mental attacks-save vs. petrification or turn to stone magic missile
Indigo 6th stops magical spells-save vs. wand or go insane continual light
Violet 7th force field protection-save vs. spell or be sent to another plane dispel magic

Imprisonment

Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

When an imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation (see the 9th level wizard spell temporal stasis) in a small sphere afar beneath the surface of the earth. The victim remains there unless a reverse of the spell, with the creature’s name and background, is cast. Magical search by a crystal ball, a locate object spell, or similar means will not reveal the fact that a creature is imprisoned. The imprisonment spell functions only if the subject creature’s name and background are known. The reverse spell, freedom, cast upon the spot at which a creature was entombed and sunk into the earth, causes it to reappear at that spot. If the caster does not perfectly intone the name and background of the creature to be freed, there is a 10% chance that 1 to 100 creatures will be freed from imprisonment at the same time. Note: The exact details of any creatures freed are up to the DM. A random method of determining this is to roll percentile dice twice (once for imprisoned creature density and once for a base number of creatures at maximum density). The rolls are multiplied and rounded to the nearest whole number. Each released creature has a 10% chance to be in the area of the spellcaster. If monsters are being generated randomly, roll 1d20 for level, with rolls of 9+ considered 9, and the exact monsters determined by the random encounter tables. For example, if the initial rolls were 22 and 60, the number of monsters released is 0.22 x 0.60 = 0.1320 = 13 monsters. Since only 10% of these will be in the immediate vicinity of the caster, the wizard may encounter only one or two of them.

Serten’s Spell Immunity

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

By use of this spell, the wizard is able to confer virtual immunity to certain spells and magical attack forms upon those he touches. For every four levels of experience of the wizard, one creature can be protected by the Serten’s spell immunity spell; however, if more than one is protected, the duration of the protection is divided among the protected creatures. For example, a 16th level wizard can cast the spell upon one creature and it will last 16 turns, or place it upon two creatures for eight turns, or four creatures for four turns.) The protection give a bonus to saving throws, according to spell type and level, as shown in the following table.

Spell Level   Wizard Spell   Priest Spell
1st-3rd +9* +7
4th-6th +7 +5
7th-8th +5 +3

*Includes beguiling effects. The material component of this spell is a diamond of at least 500 gp value, which must be crushed and sprinkled over the spell recipients. each such creature must also have in its possession a diamond of at least one carat size, intact and carried on its person.

Mind Blank

Range: 30 yards
Components: V, S
Duration: 1 day
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When the very powerful mind blank spell is cast, the creature is totally protected form all devices and spells that detect, influence, or read emotions or thoughts. This protects against augury, charm, command, confusion, divination, empathy (all forms), ESP, fear, feeblemind, mass suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion, and telepathy. Cloaking protection also extends to the prevention of discovery or information gathering by crystal balls or other scrying devices, clairaudience, clairvoyance, communing, contacting other planes, or wish-related methods (wish or limited wish). Of course, exceedingly powerful deities can penetrate the spell’s barrier.

Spell Turning

Range: 0 
Components: V, S, M 
Duration: Up to 3 rds/level 
Casting Time: 7
Area of Effect: The caster 
Saving Throw: None

This powerful abjuration causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but specifically excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, etc. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area within which the protected wizard is standing. From seven to ten spell levels are affected by the turning. The exact number is secretly rolled by the DM; the player never knows for certain how effective the spell is. A spell may be only partially turned-divide the number of remaining levels that can be turned by the spell level of the incoming spell to see what fraction of the effect is turned, with the remainder affecting the caster. For example, an incoming fireball is centered on a wizard with one level of spell turning left. This means that 2/3 of the fireball affects the protected wizard, 1/3 affects the caster, and each is the center of a fireball effect. If the rolled damage is 40 points, the protected wizard receives 27 points of damage and the caster suffers 13. Both (and any creatures in the respective areas) can roll saving throws vs. spell for half damage. A partially turned hold or paralysis spell will act as a slow spell on those who are 50% or more affected. If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects:

D100 Roll    Effect
01-70 Spell drains away without effect
71-80 Spell affects both equally at full damage
81-97 Both turning effects are rendered nonfunctional for 1d4 turns
98-00 Both casters go through a rift into the Positive Energy plane

The material component for the spell is a small silver mirror.

Sequester

Range: Touch 
Components: V, S, M 
Duration: 1 week + 1 day/level 
Casting Time: 7
Area of Effect: 2 ft cube/level 
Saving Throw: Special

When cast, this spell not only prevents detection and location spells from working to detect or locate the objects affected by the sequester spell, it also renders the affected object(s) invisible to any form of sight or seeing. Thus, a sequester spell can mask a secret door, a treasure vault, etc. Of course, the spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a robe of eyes or a gem of seeing). If cast upon a creature who is unwilling to be affected, the creature receives a normal saving throw. Living creatures (and even undead types) affected by a sequester spell become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. The material components of the spell are a basilisk eyelash, gum arabic, and a dram of whitewash.