AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Alteration


Pass Plant

Sphere: Plant
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: None

By using this spell, the caster is able to enter a tree and move from inside it to inside another tree of the same type that lies in approximately the direction desired by the spell user and is within the range shown in the following table.

Type of Tree    Range of Area of Effect
Oak 600 yards
Ash 540 yards
Yew 480 yards
Elm 420 yards
Linden 360 yards
deciduous 300 yards
coniferous 240 yards
other 180 yards

The tree entered and that receiving the caster must be of the same type, must both be living, and of girth at least equal to that of the caster. Note that if the caster enters a tree, an ash, for example, and wishes to pass north as far as possible (540 yards), but the only appropriate ash in range is to the south, the caster will pass to the ash in the south. The pass plant spell functions so that the movement takes only one round. The caster can, at his option, remain within the receiving tree for a maximum of one round per level of experience. Otherwise, he can step forth immediately. Should no like tree be in range, the caster simply remains within the tree, does not pass elsewhere, and must step forth in the appropriate number of rounds. If the occupied tree is chopped down or burned, the caster is slain if he does not exit before the process is complete.

Moonbeam

Sphere: Sun
Range: 60 yards +10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 5-foot-radius sphere (plus special)
Saving Throw: None

By means of this spell, the caster is able to cause a beam of soft, pale light to strike downward from overhead and illuminate whatever area he is pointing at. The light is exactly the same as moonlight, so that colors other than shades of black, gray, or white are vague. The spell caster can easily make the moonbeam move to any area that he can see and point to. This makes the spell an effective way to spotlight something, an opponent, for example. While the moonbeam spell does not eliminate all shadows, a creature centered in a moonbeam is most certainly visible. The reflected light from this spell enables dim visual perception 10 yards beyond the area of effect, but it does not shed a telltale glow that would negate surprise. The light does not adversely affect infravision. The caster can dim the beam to near darkness if desired. The beam has, in addition, all the properties of true moonlight and can induce a lycanthropic change (while in the beam), unless your DM rules otherwise.

The material components are several seeds of any moonseed plant and a piece of opalescent feldspar (moonstone).

Control Winds

Sphere: Weather
Range: 0
Components: V, S
Duration: 1 turn level
Casting Time: 8
Area of Effect: 40-foot/level radius
Saving Throw: None

By means of a control winds spell, the caster is able to alter wind force in the area of effect. For every three levels of experience, the caster can increase or decrease wind force by one level of strength. Wind strengths are as follows:

Wind Force Miles Per Hour
Light Breeze 2-7
Moderate Breeze    8-18
Strong Breeze 19-31
Gale 32-54
Storm 55-72
Hurricane 73-176

Winds in excess of 19 miles per hour drive small flying creatures (those eagle-sized and under) from the skies, severely affect missile accuracy, and make sailing difficult. Winds in excess of 32 miles per hour drive even man-sized flying creatures from the skies and cause minor ship damage. Winds in excess of 55 miles per hour drive all flying creatures from the skies, uproot trees of small size, knock down wooden structures, tear off roofs, etc., and endanger ships. Winds in excess of 73 miles per hour are of hurricane force.

An “eye” of 40-foot radius, in which the wind is calm, exists around the caster. Note that while the spell can be used in underground places, the eye shrinks one foot for every foot of confinement, if the spell is cast in an area smaller than the area of effect. (For example, if the area of effect is a 360-foot radius, and the space only allows a 350-foot area, the eye shrinks by 10 feet to a 30-foot radius; a space under 320 feet in radius would eliminate the eye and subject the spell caster to the effects of the wind.)

Once the spell is cast, the wind force increases (or decreases) by 3 miles per hour per round until the maximum (or minimum) speed is attained. The caster, with one round of complete concentration, can stabilize the wind at its current strength, or set it to increase or decrease, although the rate of the change cannot be altered. The spell remains in force for one turn for each level of experience of the caster. When the spell is exhausted, the force of the wind wanes (or waxes) at the same rate, until it reaches the level it was at before the spell took effect. Another caster can use a control winds spell to counter the effects of a like spell up to the limits of his own ability.

Animal Growth

Sphere: Animal
Range: 80 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 8
Area of Effect: Up to 8 animals in a 20-foot-square area
Saving Throw: None

When this spell is cast, the caster causes all animals, up to a maximum of eight, within a 20-foot-square area to grow to twice their normal size. The effects of this growth are doubled Hit Dice (with resultant improvement in attack potential), doubled hit points (except hit points added to Hit Dice), and doubled damage in combat. Movement and AC are not affected. The spell lasts for two rounds for each level of the caster. The spell is particularly useful in conjunction with a charm person or mammal spell.

The reverse reduces animal size by one-half, and likewise reduces Hit Dice, hit points, attack damage, etc.

The material component for this spell and its reverse is the caster’s holy symbol and a scrap of food.

Air Walk

Sphere: Elemental (Air)
Range: Touch
Components: V, S, M
Duration: 1 hour +1 turn/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

This spell enables a creature, which can be as large as the largest giant, to tread upon air just as if it were solid ground. Moving upward is similar to walking up a hill; a maximum upward angle of 45 degrees is possible at one-half the creature’s movement rate. Likewise, a maximum downward angle of 45 degrees at the normal movement rate is possible. An air-walking creature is always in control of its movement rate, save when a wind is blowing. In this case the creature gains or loses 10 feet of movement for every 10 miles per hour of wind velocity. The creature may, at the DM’s option, be subject to additional penalties, loss of control, and possible damage in exceptionally strong or turbulent winds.

The spell can be placed upon a trained mount, so it can be ridden through the air. Of course, a mount not accustomed to such movement would certainly need careful and lengthy training, the details of which are up to the DM.

The material components for the spell are the priest’s holy symbol and a bit of thistledown.

Tongues

Sphere: Divination
Range: 0
Components: V, S
Duration: 1 turn
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

This spell enables the caster to speak and understand additional languages, whether they are racial tongue or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spell caster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The priest can speak one additional tongue for every three levels of experience.

The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.

Sticks to Snakes

Sphere: Plant
Range: 30 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 7
Area of Effect: 1d4 sticks +1 stick/level in a 10-foot cube
Saving Throw: None

By means of this spell, the caster can change 1d4 sticks, plus one stick per experience level, into snakes; thus a 9th-level priest can change 10-13 sticks into an equal number of snakes. These snakes attack as commanded by the priest. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) to turn into snakes. Such a stick cannot be larger than a staff. Sticks held by creatures are allowed a saving throw equal to that of the possessor (i.e., a spear held by an orc must fail the orc’s saving throw vs. polymorph). Magical items, such as staves and enchanted spears, are not affected by the spell. Only sticks within the area of effect are changed. The type of snake created varies, but a typical specimen has 2 Hit Dice, Armor Class 6, a movement rate of 9, and either constricts for 1d4 +1 points of damage per round or bites for 1 point plus poison (if any). The chance of a snake thus changed being venomous is 5% per caster level, if the spellcaster desires. Thus, an 11th-level priest has a maximum 55% chance that any snake created by the spell is poisonous. The spell lasts for two rounds for each experience level of the spellcaster.

The material components of the spell are a small piece of bark and several snake scales.

The reverse changes normal-sized snakes to sticks for the same duration, or it negates the sticks to snakes spell according to the level of the priest countering the spell (e.g., a 10th-level priest casting the reverse spell can turn 11-14 snakes back into sticks).

Speak With Plants

Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 turn
Area of Effect: 30-foot radius
Saving Throw: None

When cast, a speak with plants spell enables the priest to converse, in very rudimentary terms, with all sorts of living vegetables (including fungi, molds, and plant-like monsters, such as shambling mounds) and to exercise limited control over normal plants (i.e., not monsters or plant-like creatures). Thus, the caster can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and command similar services. The spell does not enable plants to uproot themselves and move about, but any movements within the plants’ normal capabilities are possible. Creatures entangled by the 1st-level spell of that name can be released. The power of the spell lasts for one round for each experience level of the casting priest. All vegetation within the area of effect is affected by the spell.

The material components for this spell are a drop of water, a pinch of dung. and a flame.

Repel Insects

Sphere: Animal, Protection
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: None

When this spell is cast, the priest creates an invisible barrier to all sorts of insects, and normal insects do not approach within 10 feet of the caster while the spell is in effect. Giant insects with Hit Dice less than 1/3 of the caster’s experience level are also repelled (e.g., 2 Hit Dice for 7th- to 9th-level casters, 3 Hit Dice at 10th- through 12th-level, etc.). Insects with more Hit Dice can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful saving throw vs. spell. Those that do sustain ld6 points of damage from passing of the magical barrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures-it affects only true insects.

The material components of the repel insects spell include any one of the following: several crushed marigold flowers, a whoJe crushed leek, seven crushed stinging nettle leaves, or a small Jump of resin from a camphor tree.

Giant Insect

Sphere: Animal
Range: 20 yards
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: 1 to 6 insects
Saving Throw: None

By means of this spell, the priest can turn one or more normal-sized insects into larger forms resembling the giant insects described in the Monstrous Compendium. Only one type of insect can be altered at one time (i.e., a single casting cannot affect both an ant and a fly) and all insects affected must be grown to the same size. The number of insects and the size to which they can be grown depend upon the priest’s level:

Priest’s Level Insect Hit Dice      Maximum Total HD
7-9 3 9
10-12 4 12
13 + 6 15

For example, an 8th-level priest can grow three insects to 3 Hit Dice, four insects to 2 Hit Dice, or nine insects to 1 hit die. Flying insects of 3 Hit Dice or more can carry a rider of human size (assume that such can carry 80 pounds per Hit Die).

If the casting is interrupted for any reason, or if the insects are currently subject to any other magical effect (including this one), the insects die and the spell is ruined. The DM decides how many normal insect of what type are available; this is often a greater limitation on the spell than the limits above.

If the insect created by this spell matches an existing monster description, use the monster description. Otherwise, unless the DM creates a special description, the giant form has an Armor Class of between 8 and 4, one attack, and inflicts 1d4 points of damage per Hit Die.

Example: A 14th-level priest uses the giant insect spell to enlarge one beetle (all that is available) to 6 HD size. The DM decides the beetle has AC 5 and bites once for 6d4 point of damage.

Note that the spell works only on actual insects. Arachnids, crustaceans. and other types of small creatures are not affected. Any giant insects created by this spell do not attempt to harm the priest, but the priest’s control of such creatures is limited to simple commands (“attack,” “defend,” “guard,” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex. Unless commanded to do otherwise, the giant insects attempt to attack whoever or whatever is near them.

The reverse of the spell, shrink insect, reduces any giant insect to normal insect size. The number of Hit Dice affected by the priest is subtracted from the number of Hit Dice of the insects, and any insect reduced to 0 Hit Dice has been shrunk. Partial shrinking is ignored; an insect is either shrunk or unaffected. Thus, a 9th-level priest attacked by giant ants could shrink three warrior ants or four worker ants to normal insect size with no saving throw. This spell has no effect on intelligent insect-like creatures.

The priest must use his holy symbol for either version of the spell.