AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Abjuration


Banishment

Range: 20 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 or more creatures in a 60-foot radius
Saving Throw: Special

A banishment spell enables the caster to force some extraplaner creature out of the caster’s home plane. The effect is instantaneous, and the subject cannot come back without some special summoning or means of egress from its own plane to the one from which it was banished. Up to two hit dice or levels of creature per caster level can be banished.

The caster must both named the type of creatures to be sent away and give its name and title as well, if any. In any event, the creatures magic resistance must be defeated for the spell to be effective.

The material components for the spell are substances harmful, hateful, or opposed to the nature of the subjects of the spell. For every such substance included in the casting, the subject creatures loses 5% from its magic resistance and suffers a -2 penalty to it saving throws versus spell. For example, if iron, Holy water, Sunstone, and a sprig of rosemary were used in casting a banishment upon a being that hates those things, it’s saving throw versus the spell would be made with a -8 penalty (four substances times the factor of -2). Special items, such as hair from the tale of a ki-rin, or couatl feathers, could also be added to bring the factor up to -3 or -4 per item. In contrast, a titan’s hair or mistletoe blessed by a druid might lower the factor to -1 with respect to the same creature. If the subject creature successfully rolls it’s saving throws versus spell, the caster is stung by a backlash of energy, suffers 2d6 points of damage, and is stunned for one round.

Repulsion

Range: 0
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 6
Area of Effect: 10 ft/level x 10 ft
Saving Throw: None

When this spell is cast, the wizard is able to cause all creatures in the path of the area of effect to move directly away from his person. Repulsion occurs at the speed of the creature attempting to move toward the spellcaster. The repelled creature continues to move away for a complete round even if this takes it beyond spell range. The caster can designate a new direction each round, but use of this power counts as the caster’s principal action in the round. The caster can, of course, choose to do something else instead of using the repulsion attack. The material component for this spell is a pair of small magnetized iron bars attached to two small canine statuettes, one ivory and one ebony.

Globe of Invulnerability

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 1 rd
Area of Effect: 5 ft radius
Saving Throw: None

This spell creates an immobile, faintly shimmering, magical sphere around the caster that prevents any 1st, 2nd, 3rd, or 4th level spell effects from penetrating. Thus, the area of effect of any such spell does not include the area of the globe of invulnerability. This includes innate spell-like abilities and effects from devices. However, any type of spell can be cast out of the magical sphere; spells pass from the caster of the globe to the subject without effect on the globe. Fifth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell. The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.

Antimagic Shell

Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 1 ft/level diameter
Saving Throw: None

By means of this spell, the wizard surrounds himself with an invisible barrier that moves with him. The space within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of spells or their effects. Likewise, it prevents the functioning of any magical items or spells within its confines. The area is also impervious to breath weapons, gaze or voice attacks, and similar special attack forms. The antimagic shell also hedges out charmed, summoned, or conjured creatures. It cannot, however, be forced against any creature that it would keep at bay; any attempt to do so create a discernible pressure against the barrier, and continued pressure will break the spell. Normal creatures (a normally encountered troll rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magical sword does not function magically within the area, it is still a sword. Note that creatures on their home plane are normal creatures there. Thus, on the Elemental Plane of Fire, a randomly encountered fire elemental cannot be kept at bay by this spell. Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as this. Should the caster be larger than the area enclosed by the barrier, parts of his person may be considered exposed, at the DM’s option. A dispel magic spell does not remove the spell; the caster can end it upon command.

Dismissal

Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 rd
Area of Effect: 1 creature
Saving Throw: Neg.

By means of this spell, a wizard on the Prime Material Plane seeks to force or enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster’s level is compared to the creature’s level or Hit Dice. If the wizard’s level is higher, the difference is subtracted from the creature’s die roll for its saving throw vs. spell. If the creature’s level or Hit Dice is higher, the difference is added to the saving throw roll. If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll). If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own. The material components is any item that is distasteful to the subject creature.

Avoidance

Range: 10 yards
Components: V, S, M
Duration: Permanent until dispelled
Casting Time: 5
Area of Effect: Up to 3 ft cube
Saving Throw: Special

By means of this spell, the caster sets up a natural repulsion between the affected object and all other living things except himself. Thus, any living creature attempting to touch the affect object is repulsed (unable to come close than 1 foot), or repulses the affected object, depending on the relative mass of the two (a halfling attempting to touch an iron chest with an avoidance spell upon it will be thrown back, while the chest will skitter away from a giant-sized creature as the creature approaches). The material component for the spell is a magnetized needle. The spell cannot be cast upon living things; any attempt to cast avoidance upon the apparel or possessions of a living creature entitles the subject creature to a saving throw vs. spell. The reverse of this spell, attraction, uses the same material components and sets up a natural attractions between the affected object and all living things. A creature is drawn to the object if the creature is smaller, or the object slides toward the creature if the creature is larger. It takes a successful bend bars/lift gates roll to remove the enchanted object once it has adhered to an object or creature.

Remove Curse

Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: Special

Upon casting this spell, the wizard is usually able to remove a curse – whether it is on an object, a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell cannot affect a cursed shield, weapon, or suit of armor, for example, although it usually enables a person afflicted with a cursed item to be rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. A caster of 12th level or higher can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the wizard must gain a level before attempting the remedy again. The reverse of the spell is not permanent; the bestow curse lasts one turn for every experience level of the wizard casting the spell. It causes one of the following effects (roll percentile dice):

D100 Roll      Result
1-50 Lowers one ability of the subject to 3 (the DM determines which by random selection)
51-75 Worsens the subject’s attack rolls and saving throws by -4
76-00 Makes the subject 50% likely per turn to drop whatever it is holding
(or simply do nothing, in the case of creatures not using tools)

It is possible for a wizard to devise his own curse, and it should be similar in power to those given (the DM has final say). The subject of a bestow curse spell must be touched. If the subject is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.

Minor Globe of Invulnerability

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 5 ft radius
Saving Throw: None

This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical globe, and these pass from the caster of the globe to their subject without affecting the globe. Fourth and higher levels spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell.

The caster can leave and return to the globe without penalty. Note that spell effects are not actually disrupted by the globe unless cast directly through or into it: The caster would still see a mirror image created by a wizard outside the globe. If that wizard then entered the globe, the images would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing in the area of a light spell would still receive sufficient light for vision, even through that part of the light spell volume in the globe would not be luminous. The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.

Fire Trap

Range: Touch
Components: V, S, M
Duration: Until discharged
Casting Time: 1 turn
Area of Effect: Object touched
Saving Throw: 1/2

Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it (if such is attempted, the chance is 25% that the first spell fails, 25% that the second spell fails, or 50% that both spells fail). A knock spell does not affect a fire trap in any way – as soon as the offending party enters or touches the item, the trap discharges. Thieves and others have only half their normal chance to detect a fire trap (by noticing the characteristic markings required to cast the spell). They have only half their normal chance to remove the trap (failure detonates the trap immediately). An unsuccessful dispel does not detonate the spell.

The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the exact method usually involves a keyword). When the trap is discharged, there is an explosion of 5 foot radius from the spell’s center; all creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, or half this (round up) for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion. To place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter and touch the center of the effect. Attunement to another individual requires a hair or similar object from that person.

Protection From Normal Missiles

Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage) inflicted by large or magical missiles, such as ballistra missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missles. The material component of this spell is a piece of tortoise or turtle shell.