AD&D 2nd Edition

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Tag Archives: Alteration


Turn Wood

Sphere: Plant
Range: 0
Components: V, S
Duration: 1 round/level
Casting Time: 9
Area of Effect: 120-foot-wide path, 20 feet long/level
Saving Throw: None

When this spell is cast, waves of force roll forth from the caster, moving in the direction he faces, and causing all wooden objects in the path of the spell to be pushed away from the caster to the limit of the area of effect. Wooden objects above three inches in diameter that are fixed firmly are not affected, but loose objects (movable mantles, siege towers, etc.) move back. Objects under three inches in diameter that are fixed splinter and break, and the pieces move with the wave of force. Thus, objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them with them. If a spear is planted in order to prevent this forced movement, it splinters. Even magical items with wooden sections are turned, although an anti-magic shell blocks the effects. A successful dispel magic spell ends the effect. Otherwise, the turn wood spell lasts for one round for each experience level of the caster.

The waves of force continue to sweep down the set path for the spell’s duration, pushing back wooden objects in the area of effect at a rate of 40 feet per melee round. The length of the path is 20 feet per level of the caster, thus a 14th-level caster casts a turn wood spell with an area of effect 120 feet wide by 280 feet long, and the spell lasts for 14 rounds. Note that after casting the spell, the path is set and the caster can then do other things or go elsewhere without affecting the spell’s power.

Transport Via Plants

Sphere: Plant
Range: Touch
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster is able to enter any large plant (human-sized or larger) and pass any distance to a plant of the same species in a single round, regardless of the distance, separating the two. The entry plant must be alive. The destination plant need not be familiar to the caster, but it also must be alive. If the caster is uncertain of the destination plant, he need merely determine direction and distance, and the transport via plants spell moves him as close as possible to the desired location. There is a basic 20% chance, reduced by 1% per level of experience of the caster, that the transport delivers the caster to a similar species of p1ant from 1 to 100 miles away from the desired destination plant. If a particular destination plant is desired, but the plant is not living, the spell fails and the caster must come forth from the entrance plant within 24 hours. Note that this spell does not function with plantlike creatures e.g., shambling mounds, treants, etc. The destruction of an occupied plant slays the caster (see the plant door spell).

Transmute Water to Dust

Sphere: Elemental (Water, Earth)
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: 1 cubic yard/level
Saving Throw: Special

When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect is doubled, while if wet mud is present, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly permeates the latter, turning the dust into silty mud, if a sufficient quantity of water exists to do so, otherwise soaking or dampening the dust accordingly.

Only the liquid actually in the area of effect at the moment of spellcasting is affected. Potions that contain water as a component part are rendered useless. Living creatures are unaffected, except for those native to the elemental plane of Water. Such creatures must roll a successful saving throws vs. death or be slain; however, only one such creature can be affected by any single casting of this spell, regardless of the creature’s size or the size of the spell’s area of effect.

The reverse of this spell is simply a very high-powered create water spell that requires a pinch of normal dust as an additional material component.

For either usage of the spell, other components required are diamond dust of at least 500 gp value, a bit of seashell, and the caster’s holy symbol.

Speak With Monsters

Sphere: Divination
Range: 30 yards
Components: V, S
Duration: 2 round level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

When cast, the speak with monsters spell enables the priest to converse with any type of creature that has any form of communicative ability (including empathic, tactile, pheromonic, etc.). That is, the monster understands, in its own language or equivalent, the intent of what is said to it by the priest and vice versa. The creature thus spoken to is checked by your DM in order to determine reaction. All creatures of the same type as that chosen by the priest can likewise understand if they are within range. The priest can speak to different types of creatures during the spell duration, out he must speak separately to each type. The spell lasts for two rounds per caster level.

Part Water

Sphere: Elemental (Water)
Range: 20 yards/level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

By employing a part water spell, the priest is able to cause water or similar liquid to move apart, thus forming a trough. The depth and length of the trough created by the spell depends on the level of the priest. A trough three feet deep per caster level, by 30 yards wide, by 20 yards long per level is created. Thus at 12th level, the priest would part water 30 feet deep by 30 yards wide by 240 yards long. The trough remains as long as the spell lasts or until the priest who cast it opts to end its effects. Existing currents appear to flow through the parted water, although Swimming creatures and physical objects such as boats do not enter the rift without strenuous and deliberate effort. If cast underwater, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a water elemental or other water-based creature, the creature receives 4d8 points of damage and must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds.

The material component of this spell is the priest’s holy symbol.

Animate Object

(Alteration)

Sphere: Creation, Summoning
Range: 30 yards
Components: V, S
Duration: 1 round/level
Casting Time: 9
Area of Effect: 1 cubic foot/level
Saving Throw: None

This powerful spell enables the priest casting it to imbue inanimate objects with mobility and a semblance of life. The animated object, or objects, then attacks whomever or whatever the priest first designates. The animated object can be of any nonmagical material whatsoever – wood, metal, stone, fabric, leather, ceramic, glass, etc. Attempting to animate an object in someone’s possession grants that person a saving throw to prevent the spell’s effect. The speed of movement of the object depends on its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 10 feet per round, a stone statue would move at 40 feet per round, a wooden statue 80 feet per round, an ivory stool of light weight would move at 120 feet per round. Slithering movement is about 10 feet to 20 feet per round; rolling is 30 feet to 60 feet per round. The damage caused by the attack of an animated object depends on its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1d2 points of damage or possibly obstruct and trip, as do light, supple objects. Hard, medium-weight objects can crush or strike for 2d4 points of damage, while larger and heavier objects may inflict 3d4, 4d4, or even 5d4 points of damage.

The frequency of attack of animated objects depends on th(sir method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per round. The Armor Class of the object animated is basically a function of material and movement ability. Damage depends on the type of weapon and the object struck. A sharp cutting weapon is effective against fabric, leather, wood, and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your DM will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed. The priest can animate one cubic foot of material for each experience level he has attained. Thus, a 14th-level priest could animate one or more objects whose solid volume did not exceed 14 cubic feet – a large statue, two rugs, three chairs, or a dozen average crocks.

Transmute Rock to Mud

Sphere: Elemental (Earth, Water)
Range: 160 yards
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: 20-foot cube/level
Saving Throw: None

This spell turns natural rock of any sort into an equal volume of mud. If it is cast upon a rock, for example, the rock affected collapses into mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet.

Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 1/3 of their height per round and eventually suffocate, save for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on top of it, with the amount required decided by the DM. Creatures large enough to walk on the bottom can move through the area at a rate of 10 feet per round.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance but not necessarily its form. Evaporation turns the mud to normal dirt at a rate of 1d6 days per 10 cubic feet. The exact time depends on exposure to the sun, wind, and normal drainage.

The reverse, transmute mud to rock, hardens normal mud or quicksand into soft stone (sandstone or similar mineral) permanently unless magically changed. Creatures in the mud are allowed a saving throw to escape before the area is hardened to stone. Dry sand is unaffected.

The material components for the spell are clay and water (or sand, lime, and water for the reverse).

Spike Stones

Sphere: Elemental (Earth)
Range: 30 yards
Components: V, S, M
Duration: 3d4 turns +1/level
Casting Time: 6
Area of Effect: 10-foot square per level, 1 spike per 1-foot sq.
Saving Throw: None

The spike stones spell causes rock to shape itself into long, sharp points that tend to blend into the background. It is effective on both natural rock and worked stone. The spike stones serve to impede progress through an area and to inflict damage. If an area is carefully observed, each observer is 25% likely to notice the sharp points of rock. Otherwise, those entering the spell’s area of effect suffer 1d4 points of damage per round. The success of each attack is determined as if the caster of the spell were actually engaging in combat. Those entering the area are subject to attack immediately upon setting foot in the area and for each round spent in the area thereafter. The initial step enables the individual to become aware of some problem only if the initial attack succeeds; otherwise movement continues and the spike stones remain unnoticed until damage occurs. Charging or running victims suffer two attacks per round.

Those falling into pits affected by spike stones suffer six such attacks for every 10 feet fallen, each attack having a +2 bonus to the attack roll. In addition, the damage inflicted by each attack increases by +2 for every 10 feet fallen. Finally, the creatures also suffer any normal falling damage.

The material component of this spell is four tiny stalactites.

Rainbow

Sphere: Weather, Sun
Range: 120 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None

In order to cast this spell, the priest must be in sight of a rainbow of any sort, or have a special component (see below). The rainbow spell has two applications, and the priest can choose the desired one at the time of casting. These applications are as follows:

Bow: The spell creates a shimmering, multi-layered short composite bow of rainbow hues. It is light and easy to pull, so that any character can use it without penalty for non-proficiency. It is magical: Each of its shimmering missiles is the equivalent of a +2 weapon, including attack and damage bonuses. Magic resistance can negate the effect of any missile fired from the bow. The bow fires seven missiles before disappearing. It can be fired up to four times per round. Each time a missile is fired, one hue leaves the bow, corresponding to the color of arrow that is released. Each color of arrow has the ability to cause double damage to certain creatures, as follows:

Red – fire dwellers/ users and fire elementals
Orange – creatures or constructs of clay, sand, earth, stone or similar materials, and earth elementals
Yellow – vegetable opponents (including fungus creatures, shambling mounds, treants, etc.)
Green – aquatic creatures and water elementals
Blue – aerial creatures, electricity-using creatures, and air elementals
Indigo – acid-using or poison-using creatures
Violet – metallic or regenerating creatures

When the bow is drawn, an arrow of the appropriate color magically appears, nocked and ready. If no color is requested, or a color that has already been used is asked for, then the next arrow (In the order of the spectrum) appears.

Bridge: The caster causes the rainbow to form a seven-hued bridge up to three feet wide per level of the caster. It must be at least 20 feet long and can be as long as 120 yards, according to the caster’s desire. It lasts as long as the spell duration or until ordered out of existence by the caster.

The components for this spell are the priest’s holy symbol and a vial of holy water. If no rainbow is in the vicinity, the caster can substitute a diamond of not less than 1,000 gp value, specially prepared with bless and prayer spells while in sight of a rainbow. The holy water and diamond disappear when the spell is cast.

Plane Shift

Sphere: Astral
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched (special)
Saving Throw: Neg.

When the phone shift spell is cast, the priest moves himself or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means. If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time.

The material component of this spell is a small, forked metal rod – the exact size and metal type dictating to which plane of existence (including sub-planes and alternate dimensions) the pell sends the affected creatures. (Your DM will determine specifics regarding how and what planes are reached.)

An unwilling victim must be touched (successful attack roll) in order to be sent; in addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. Note that pinpoint accuracy is rarely achieved; arriving a random distance from an intended destination is common.

The metal rod is not expended when the spell is cast. Forked rods keyed to certain planes may be difficult to come by, as decided by the DM.