AD&D 2nd Edition

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Tag Archives: Alteration


Control Temperature, 10′ Radius

Sphere: Weather
Range: 0
Components: V, S, M
Duration: 4 turns + 1 turn/level
Casting Time: 7
Area of Effect: 10-foot radius
Saving Throw: None

When this spell is cast, the temperature surrounding the caster can be altered by 10 degrees Fahrenheit, either upward or downward, per level of experience of the spellcaster. Thus, a 1Oth-level caster could raise or lower the surrounding temperature from 1 to 100 degrees. The spell can be used to ensure the comfort of the caster and those with him in extreme weather conditions.

The party could stand about in shirt sleeves during the worst blizzard (although it would be raining on them) or make ice for their drinks during a scorching heat wave.

The spell also provides protection from intense normal and magical attacks. If the extreme of temperature is beyond what could be affected by the spell (a searing blast of a fireball or the icy chill of a white dragon), the spell reduces the damage caused by 5 points for every level of the caster. Normal saving throws are still allowed, and the reduction is taken after the saving throw is made or failed. Once struck by such an attack, the spell immediately collapses.

The material component for this spell is a strip of willow bark (to lower temperatures) or raspberry leaves (to raise temperatures).

Water Walk

Sphere: Elemental (Water)
Range: Touch
Components: V, S, M
Duration: 1 turn +1 turn/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster is able to empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The recipient’s feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and two inches deep are left in the mud or snow. The recipient’s rate of movement remains normal. If cast underwater, the recipient is borne toward the surface.

For every level of the caster above the minimum required to cast the spell (5th level), he can affect another creature. The material components for this spell are a piece of cork and the priest’s holy symbol.

Water Breathing

Sphere: Elemental (Water, Air)
Range: Touch
Components: V, S
Duration: 1 hour/level
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

The recipient of a water breathing spell is able to breathe under water freely for the duration of the spell – i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters. Thus an 8th-level priest can confer this ability to two characters for four hours, four for two hours, eight for one hour, etc., to a minimum of 1/2 hour per character.

The reverse, air breathing, enables waterbreathing creatures to survive comfortably in the atmosphere for an equal duration. Note that neither version prevents the recipient creature from breathing in its natural element.

Tree

Sphere: Plant
Range: 0
Components: V, S, M
Duration: 6 turns + 1 turn/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

By means of this spell, the caster is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with but a few limbs. Although the closest inspection cannot reveal that this plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able to observe all that goes on around him just as if he were in normal form. The Armor Class and hit points of the plant are those of the caster. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible (including spell casting). Note that all clothing and gear worn or carried change with the caster.

The material components of this spell are the priest’s holy symbol and a twig from a tree.

Stone Shape

Sphere: Elemental (Earth)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 3′ cube plus 1′ cube/level
Saving Throw: None

By means of this spell, the caster can form an existing piece of stone into any shape that suits his purposes. For example, a stone weapon can be made, a special trapdoor fashioned, or a crude idol sculpted. By the same token, it enables the spellcaster to reshape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved was within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is not great. If the shaping has moving parts, there is a 30% chance they do not work.

The material component of this spell is soft clay that must be worked into roughly the desired shape of the stone object, and then touched to the stone when the spell is uttered.

Spike Growth

Sphere: Plant
Range: 60 yards
Components: V, S, M
Duration: 3d4 turns +1/level
Casting Time: 6
Area of Effect: 10-foot square/level
Saving Throw: None

Wherever any type of plant growth of moderate size or density is found, this spell can be used. The ground-covering vegetation or roots and rootlets in the area becomes very hard and sharply pointed. In effect the ground cover, while appearing to be unchanged, acts as if the area were strewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets act in the same way. For each 10 feet of movement through the area, the victim suffers 2d4 points of damage. He must also roll a saving throw vs. spell. If this saving throw is failed, the victim’s movement rate is reduced by 1/3 from its current total (but a creature’s movement rate can never be less than 1). This penalty lasts for 24 hours, after which the character’s normal movement rate is regained.

Without the use of a spell such as true seeing, similar magical aids, or some other special means of detection (such as detect traps or detect snares and pits), an area affected by spike growth is absolutely undetectable as such until a victim enters the area and suffers damage. Even then, the creature cannot determine the extent of the perilous area unless some means of magical detection is used.

The components for this spell are the priest’s holy symbol and either seven sharp thorns or seven small twigs, each sharpened to a point.

Pyrotechnics

Sphere: Elemental (Fire)
Range: 160 yards
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: 10 or 100 times a single fire source
Saving Throw: Special

A pyrotechnics spell draws on an existing fire source to produce either 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 creatures in, under, or within 120 feet of the area that also have an unobstructed line of sight to the effect, for 1d4 +1 rounds unless the creatures roll successful saving throws vs. spell. The fireworks fill a volume ten times greater than the original fire source.

* Second, it can 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 hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond two feet. The smoke fills a volume 100 times that of the fire source.

The spell uses one fire source within the area of effect, which is immediately extinguished. An extremely large fire can be used as the source, and it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. This spell does not function under water.

Plant Growth

Sphere: Plant
Range: 160 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

The plant growth spell enables the caster to choose either of two different uses. The first causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger than man-sized creatures). Note that the area must have brush and trees in it in order for this spell to take effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is a square 20 feet on a side per level of experience of the caster, in any square or rectangular shape that the caster decides upon at the time of the spellcasting. Thus an 8th-level caster can affect a maximum area of 160′ X 160′ square, a 320′ x 80′ rectangle, a 640′ x 40′ rectangle, a 1,280′ x 20′ rectangle, etc. The spell’s effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell.

The second use of the spell affects a one mile square area. The DM secretly makes a saving throw (based on the caster’s level) to see if the spell takes effect. If successful, the spell renders plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] x 10%), given a normal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected. This effect lasts only for the life cycle of one season, the winter “death” marking the end of a life cycle even for the sturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of the spring festivals.

Meld Into Stone

Sphere: Elemental (Earth)
Range: 0
Components: V, S, M
Duration: 8 rounds • ~dB ro-.:.:-.ds
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated the spell fails and is wasted.

While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stones destruction expels the priest and slays him instantly, unless a successful saving throw vs. spell is rolled.

The magic lasts for 1d8+8 rounds, the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out or the effect is dispelled before the priest exits the stone, then he is violently expelled and suffers 4d8 points of damage.

The following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage but does not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. spell; passwall expels the priest without damage.

Flame Walk

Sphere: Elemental (Fire)
Range: Touch
Components: V, S, M
Duration: 1 round +1/level
Casting Time: 5
Area of Effect: Creature(s) touched
Saving Throw: None

By means of this spell, the caster empowers one or more creatures to withstand nonmagical fires of temperatures up to 2,000° F. (enabling them to walk upon molten lava). It also confers a +2 bonus to saving throws against magical fire and reduces damage from such fires by one-half, even if the saving throw is failed. For every experience level above the minimum required to cast the spell (5th), the priest can affect an additional creature. This spell is not cumulative with resist fire spells or similar protections.

The material components of the spell are the priest’s holy symbol and at least 500 gp of powdered ruby per affected creature.