AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Alteration


Leomund’s Tiny Hut

Range: 0
Components: V, S, M
Duration: 4 hrs + 1 hr/level
Casting Time: 3
Area of Effect: 15 ft – diameter sphere
Saving Throw: None

When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to 7 other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates. The temperature inside the hut is 70 degrees F., if the exterior temperature is between 0 and 100 degrees F. An exterior temperature below 0 or above 100 lowers or raises, respectively, the interior temperature on a 1 degree for 1 degree basis.

The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it. The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque for the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled. The material component for this spell is a small crystal bead that shatters when the spell duration expires or the hut is dispelled.

Item

Range: Touch
Components: V, S
Duration: 4 hrs/level
Casting Time: 3
Area of Effect: 2 cu ft/level
Saving Throw: Special

By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its not-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing it onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.

Infravision

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

By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision. The material component of this spell is either a pinch of dried carrot or an agate.

Haste

Range: 60 yds
Components: V, S, M
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40 ft cube, 1 creature/level
Saving Throw: None

When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. The number of creatures that can be affected is equal to the caster’s experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic. The material component is a shaving of licorice root.

Gust of Wind

Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: 10 ft x 10 yds/level
Saving Throw: None

When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of the gust of wind (about 30 mph) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames – such as those of lanterns – to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such light. It also fans large fires outward 1d6 feet in the direction of the wind’s movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized being to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th level wizard causes a gust of wind that travels 80 yards). The material component of the spell is a legume seed.

Fly

Range: Touch
Components: V,S,M
Duration: 1 turn/level + 1d6 turns
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using they fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the “Aerial Combat” section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM. The material component of the fly spell is a wing feather of any bird.

Explosive Runes

Range: Touch
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 1- ft radius
Saving Throw: None or 1/2

By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect – 5% chance per level of magic use experience of the reader; thieves have only a 5% chance, but trap detection by spell or magical device always finds these runes. When read, the explosive runes detonate, delivering 6d4 +6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell, explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the DMG).

Delude

Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 30 ft radius
Saving Throw: Neg.

By means of a delude spell, the wizard conceals his own alignment with that of any creature within a 30 foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know alignment spell used against the caster discovers only the assumed alignment. Note that a detect good or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a delude spell is used in conjunction with a change self or alter self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.

Blink

Range: 0
Components: V, S
Duration: 1 rd/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

By means of the spell, the wizard causes his material form to “blink” directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked. Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink – the result of the dice roll is used as the wizard’s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1=right ahead, 2=right, 3=right behind, 4=behind, 5=left behind, 6=left, 7=left ahead, 8=ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane.

During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster. If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks the last in the round).

The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the 2 rolls are not added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he’s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).

Wizard Lock

Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: 30 sq. ft./level
Saving Throw: None

A wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, by a successful dispel magic or knock spell, or by a wizard 4 or more levels higher than the one casting the spell. Note that the last 2 methods do not remove the wizard lock; they only negate it for a brief duration – about one turn. Creatures from other planes cannot burst a wizard lock as they can a held portal (see the hold portal spell).