AD&D 2nd Edition

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Tag Archives: Alteration


Create Food & Water

Sphere: Creation
Range: 10 yards
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 cubic foot/level
Saving Throw: None

When this spell is cast, the priest causes food and water to appear. The food thus created is highly nourishing if rather bland; each cubic foot of the material sustains three human-sized creatures or one horse-sized creature for a full day. The food decays and becomes inedible within 24 hours, although it can be restored for another 24 hours by casting a purify food and water spell upon it. The water created by this spell is the same as that created by the 1st-level priest spell create water. For each experience level the priest has attained, one cubic foot of food or water is created by the spell. A 2nd-level priest could create one cubic foot of food and one cubic foot of water.

Continual Light

Sphere: Sun
Range: 120 yards
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: 60-foot-radius globe
Saving Throw: Special

This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the light spell, this can be cast into air, onto an object, or at a creature. In the third case, the continual light affects the space about one foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the continual light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.

Continual light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a continual light spell against a similar or weaker magical darkness cancels both.

This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.

The reverse spell, continual darkness, causes complete absence of light (pitch blackness), similar to the darkness spell but of greater duration and area.

Call Lightning

Sphere: Weather
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 360-foot radius
Saving Throw: 1/2

When a call lightning spell is cast, there must be a storm of some sort in the area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 H1t Dice or more). The caster is then able to call down bolts of lightning. The caster can call down one bolt per turn. The caster need not call a bolt of lightning immediately – other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster level. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points for each of the caster’s experience levels. Thus, a 4th-level caster calls down a 6d8 bolt (2d8 + 4d8).

The bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 360 yards away. Any creature within a 10-foot radius of the path or the point where the lightning strikes suffers full damage unless a successful saving throw vs. spell is rolled, in which case only one-half damage is taken.

Because it requires a storm overhead, this spell can only be used outdoors. It does not function under ground or under water.

Withdraw

Sphere: Protection
Range: 0
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: None

By means of a withdraw spell, the priest in effect alters the flow of time with regard to himself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level, in contemplation. Thus, a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others. (The DM should allow the player one minute of real time per round withdrawn to ponder some problem or question. No discussion with other players is permitted.) Note that while affected by the withdraw spell, the caster can use only the following spells: any divination spell or any curing or healing spell, the latter on himself only. The casting of any of these spells in a different fashion (e.g., a cure light wounds spell bestowed upon a companion) negates the withdraw spell. Similarly, the withdrawn caster cannot walk or run, become invisible or engage in actions other than thinking, reading and the like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any successful attack upon the caster breaks the spell.

Warp Wood

Sphere: Plant
Range: 10 yards/level
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: Special
Saving Throw: Special

When this spell is cast, the priest causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. The range of a warp wood spell is 10 yards for each level of experience of the caster. It affects approximately a 15-inch shaft of wood of up to one-inch diameter per level of the caster. Thus, at 1st level, a caster might be able to warp an hand axe handle or four crossbow bolts; at 5th level, he could warp the shaft of a typical spear. Note that boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped missile weapons are useless; warped melee weapons suffer a -4 penalty to their attack rolls.

Enchanted wood is affected only if the spellcaster is of higher level than the caster of the prior enchantment. The spellcaster has a 20% cumulative chance of success per level of difference (20% if one level higher, 40% if two levels higher, etc.). Thus, a door magically held or wizard locked by a 5th-level wizard is 40% likely to be affected by a warp wood spell cast by a 7th-level priest. Wooden magical items are considered enchanted at 12th level (or better). Extremely powerful items, such as artifacts, are unaffected by this spell.

The reversed spell, straighten wood, straightens bent or crooked wood, or reverses the effects of a warp wood spell, subject to the same restrictions.

Speak With Animal

Sphere: Animal, Divination
Range: 0
Components: V, S
Duration: 2 rounds level
Casting Time: 5
Area of Effect: 1 animal within 30-foot radius of priest
Saving Throw: None

This spell empowers the priest to comprehend and communicate with any warm- or cold-blooded, normal or giant animal that is not mindless. The priest is able to ask questions and receive answers of the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the priest, there is a possibility that the animal will do some favor or service for the priest. This possibility is determined by the DM. Note that this spell differs from the speak with monsters spell, for this spell allows conversation only with normal or giant, non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so on.

Silence, 15′ Radius

Sphere: Guardian
Range: 120 yards
Components: V, S
Duration: 2 rounds/ level
Casting Time: 5
Area of Effect: 15-foot-radius sphere
Saving Throw: None

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it does. An unwilling creature receives a saving throw against the spell . If the saving throw is successful, the spell effect is centered about one foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc.

Resist Fire/Resist Cold

Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 round/ level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When this spell is placed upon a creature by a priest, the creature’s body is toughened to withstand heat or cold, as chosen by the caster. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs , meteor swarms, red dragon’s breath, frostbrand swords, ice storms, wands of frost, or white dragon’s breath. In all of these cases, the temperature affects the creature to some extent. The recipient of the spell gains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced by 50%; therefore, if the saving throw is failed , the creature sustains one-half damage and if the saving throw is successful, only one-quarter damage is sustained. Resistance to fire lasts for one round for each experience level of the priest placing the spell.

The caster needs a drop of mercury as the material component of this spell.

Produce Flame

Sphere: Elemental (Fire)
Range: 0
Components: V, S
Duration: 1 round level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

A bright flame, equal in brightness to a torch, springs forth from the caster’s palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc. ). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a three-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d4 +1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenade-like missile. If any duration remains to the spell, another flame immediately appears in the caster’s hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round.

The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water.

Obscurement

Sphere: Weather
Range: 0
Components: V, S
Duration: 4 rounds/ level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell causes a misty vapor to arise around the caster. It persists in this locale for four rounds per caster level and reduces the visibility ranges of all types of vision (including infravision) to 2d4 feet. The ground area affected by the spell is a square progression based on the caster’s level: a 10′ x 10′ area at 1st level, a 20′ x 20 ‘ area at 2nd level, a 30′ x 30’ area at 3rd level, and so on. The height of the vapor is restricted to 10 feet, although the cloud will otherwise expand to fill confined spaces. A strong wind (such as the 3rd-level wizard spell, gust of wind) can cut the duration of an obscurement spell by 75%. This spell does not function under water.