AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Alteration


Whispering Wind

Range: 1 mi/level
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: 2 ft radius
Saving Throw: None

By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

The wizard can prepare the spell to bear a message up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind.

Strength

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

Application of this spell increases the Strength of the character by a number of points-or tenths of points after 18 Strength is attained (only if the character is a warrior). Benefits of the strength spell last for the duration of the magic. the amount of added Strength depends upon the spell recipient’s group and is subject to all restrictions on Strength due to race and class. Multiclass characters use the best die.

Class          Strength Gain
Priest 1d6 points
Rogue 1d6 points
Warrior 1d8 points
Wizard 1d4 points

If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls. The material component of this spell is a few hairs, or a pinch of dung, from a particularly strong animal-ape, bear, ox, etc.

Shatter

Range: 30 yds + 10 yds/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 3 foot radius
Saving Throw: Neg.

The shatter spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a 3 foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage. The material component of this spell is a chip of mica.

Rope Trick

Range: Touch
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

When this spell is cast upon a piece of rope for 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The spellcaster and up to 7 other can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimension space if fewer than 8 persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM option). Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there were a 3 foot x 5 foot window centered on the rope. The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous. The material components of this spell are powdered corn extract and a twisted loop of parchment.

Pyrotechnics

Range: 120 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1 fire source
Saving Throw: None

A pyrotechnics spell draws on an existing fire source to produce one of two effects, at the option of the caster.

First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creature in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4 +1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.

This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer -2 penalties to all combat rolls and Armor Class.

The spell uses one fire source within a 20 foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level.

Magic Mouth

Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1 object
Saving Throw: None

When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated – if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.

The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak “to the first creature that touches you,” or “to the first creature that passes within 30 feet.” Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: “Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot.” Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards (“Speak when a winged creature comes within 30 yards.”). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The material component of this spell is a small bit of honeycomb.

Levitate

Range: 20 yds/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 2
Area of Effect: 1 creature or object
Saving Throw: Neg.

When a levitate spell is cast, the wizard can place it upon his person, an object, or a single creature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a 3rd-level wizard can levitate a maximum of 300 pounds). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the levitate spell affects it. Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of -1, the second -2, the third -3, etc., up to a maximum of -5. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow. The material component of this spell is either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.

Knock

Range: 60 yds
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 10 sq. ft/level
Saving Throw: None

The knock spell opens stuck, barred, locked, held, or wizard-locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds – although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4 ft x 7 ft door). Each spell can undo up to 2 means of preventing egress through a portal. Thus, if a door is locked, barred, and held, or triple locked, opening it requires 2 knock spells. In all cases, the location of the door or item must be known – the spell cannot be used against a wall in hopes of discovering a secret door. The reverse spell, lock, closes and locks a door or similar closure, provided there is a physical mechanism. it does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to 2 functions. It cannot affect a portcullis.

Irritation

Range: 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 1-4 creatures in a 15 ft radius
Saving Throw: Neg.

An irritation spell affect the epidermis of the subject creatures. Creature with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc) are basically unaffected. There are two versions of the spell, either of which can be cast from the standard preparation:

Itching. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next 3 rounds are spent squirming and twisting effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the 1st round this spell is in effect, but not in the following 3 rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at 2 creature, the saving throw has a -1 penalty; and if cast at 3 or 4 creature, the saving throw is normal.

Rash. When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of 4 days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2.

The material component for this spell is a leaf from poison ivy, oak, or sumac.

Fool’s Gold

Range: 10 yards
Components: V, S, M
Duration: 1 hr/level
Casting Time: 1 rd
Area of Effect: 10 cu in/level
Saving Throw: Special

Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. the area of effect is 10 cubic inches per level – i.e., a 1 inch x 1 inch x 10 inch volume or equivalent, equal to about 150 gold coins. Any creature viewing the “gold” is entitled to a saving throw vs. spell, which can be modified by the creature’s Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus, it is unlikely that fools’ gold will be detected if created by a high-level caster. If the “gold” is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the “gold”. If a 25 gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50 gp amber stone is powdered and used, the chance drops to 25%; if a 250 gp topaz is powdered and used, the chance drops to 10%; and if a 500 gp oriental (corundum) topaz is powdered and used, there is only a 1% chance that the cold iron will reveal that it is fools’ gold.