AD&D 2nd Edition

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Tag Archives: Conjuration/Summoning


Symbol

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Special

A symbol spell creates magical runes affecting creatures that pass over, touch, or read the runes, or pass through a portal upon which the symbol is inscribed. Upon casting the spell, the wizard inscribes the symbol upon whatever surface he desires. Likewise, the spellcaster is able to place the symbol of his choice, using any one of the following:

Death One or more creatures, whose total hit points do not exceed 80, are slain.
Discord All creatures are affected and immediately fall to loud bickering and arguing; there is a 50% probability that creatures of different alignments attack each other. The bickering lasts for 5d4 rounds, the fighting for 2d4 rounds.
Fear This symbol creates an extra-strong fear spell, causing all creatures to save vs. spell with -4 penalties to the die roll, or panic and flee as if attacked by a fear spell.
Hopelessness All creatures are affected and must turn back in dejection unless they save vs. spell. Affected creatures submit to the demand of any opponent-for example, surrender, get out, etc. The hopelessness lasts for 3d4 turns; during this period it is 25% probable that affected creatures take no action during any round, and 25% likely that those taking action turn back or retire from battle, as applicable.
Insanity One or more creatures whose total hit points do not exceed 120 become insane and remain so, acting as if a confusion spell had been placed upon them, until a heal, restoration, or wish spell is used to remove the madness.
Pain All creatures are afflicted with wracking pains shooting through their bodies, causing a -2 penalty to Dexterity and a -4 penalty to attack rolls for 2d10 turns.
Sleep All creatures under 8+1 Hit Dice immediately fall into a catatonic slumber and cannot be awakened for 1d12+4 turns.
Stunning One or more creatures whose total hit points do not exceed 160 are stunned and reeling for 3d4 rounds, dropping anything they are holding.

The type of symbol cannot be recognized without being read and thus activating its effects. The material components of this spell are powdered black opal and diamond dust, worth not less than 5,000 gp each.

Prismatic Wall

Range: 10 yds
Components: V, S
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 4 ft/level wide x 2 ft/level high
Saving Throw: Special

This spell enables the wizard to conjure a vertical, opaque wall-a shimmering, multicolored plane of light that protects him from all forms of attack. The wall flashes with all colors of the visible spectrum, seven of which have a distinct power and purpose. The wall is immobile, and the spellcaster can pass through the wall without harm. However, any creature with fewer than 8 Hit Dice that is within 20 feet of the wall and does not shield its vision is blinded for 2d4 rounds by the colors. Each color in the wall has a special effect. Each color can also be negated by a specific magical effect, but the colors must be negated in the precise order of the spectrum. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the spellcaster, and the magic needed to negate each color. The wall’s maximum proportions are 4 feet wide per level of experience of the caster and 2 feet high per level of experience. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted and the spell is wasted.

Prismatic Wall Effects
Color Order    Effect of Color Spell Negated By
Red 1st Stops nonmagical missiles-inflicts 20 points of damage, save for half cone of cold
Orange    2nd Stops magical missiles-inflicts 40 points of damage, save for half gust of wind
Yellow 3rd Stops poisons, gases, and petrification-inflicts 80 points of damage, save for half disintegrate
Green 4th Stops breath weapons-save vs. poison or die; survivors suffer 20 points of damage    passwall
Blue 5th Stops location/detection and mental attacks-save vs. petrification or turn to stone magic missile
Indigo 6th Stops magical spells-save vs. wand or go insane continual light
Violet 7th Force field protection-save vs. spell or be sent to another plane dispel magic

Power Word, Blind

Range: 5 yds/level
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 15 ft radius
Saving Throw: None

When a power word, blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting creatures with the lowest hit point totals first; the spell can also be focused to affect only an individual creature. The spell affects up to 100 hit points of creatures; creatures who currently have 100 or more hit points are not affected and do not count against the number of creatures affected. The duration of the spell depends upon how many hit points are affected. If 25 or fewer hit points are affected, the blindness is permanent until cured. If 26 to 50 hit points are affected, the blindness lasts for 1d4+1 turns. if 51 to 100 hit points are affected, the spell lasts for 1d4+1 rounds. An individual creature cannot be partially affected. If all of its current hit points are affected, it is blinded; otherwise, it is not. Blindness can be removed by a cure blindness or dispel magic spell.

Monster Summoning VI

Range: Special
Components: V, S, M
Duration: 7 rds + 1 rd/level
Casting Time: 8
Area of Effect: 80 yd radius
Saving Throw: None

This spell is much like the 3rd level spell monster summoning I, except that it summons 1d3 6th level monsters. These monsters appear in 1d3 rounds within the spell’s area of effect and attack the caster’s opponents, until either he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, and they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with the, and if they are physically capable, perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.

Maze

Range: 5 yds/level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

An extradimensional space is brought into being upon the utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its Intelligence. (Note: Minotaurs are not affected by this spell.)

Intelligence of Mazed Creature    Time Trapped in Maze
under 3 2d4 turns
3-5 1d4 turns
6-8 5d4 rounds
9-11 4d4 rounds
12-14 3d4 rounds
15-17 2d4 rounds
18+ 1d4 rounds

Note that teleport and dimension door spells will not help a character escape a maze spell, although a plane shifting spell will.

Prismatic Spray

Range: 0 
Components: V, S 
Duration: Instantaneous 
Casting Time: 7
Area of Effect: 70 x 15 ft spray 
Saving Throw: Special

When this spell is cast, the wizard causes seven shimmering, multicolored rays of light to flash from his hand in a triangular spray. This spray is 70 feet long and spreads to 15 feet wide at the end. It includes all colors of the visible spectrum; each ray has a difference power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 2d4 rounds, regardless of any other effect. Any creature in the area of effect will be touched by one or more of the rays. To determine which ray strikes a creature, roll 1d8 and consult the following table:

Roll Results   Color of Ray   Order of Ray   Effect of Ray
1 = red Red 1st Inflicts 20 points of damage, save vs. spell for half.
2 = orange Orange 2nd Inflicts 40 points of damage, save vs. spell for half.
3 = yellow Yellow 3rd Inflicts 80 points of damage, save vs. spell for half.
4 = green Green 4th Save vs. poison or die; survivors suffer 20 points of poison damage.
5 = blue Blue 5th Save vs. petrification or be turned to stone.
6 = indigo Indigo 6th Save vs. wand or go insane.
7 = violet Violet 7th Save vs. spell or be sent to another plane
8 = struck by two rays, roll again twice (ignoring any 8s)   

Power Word, Stun

Range: 5 yds/level 
Components: V 
Duration: Special 
Casting Time: 1
Area of Effect: 1 creature 
Saving Throw: None

When a power word, stun spell is uttered, any creature of the wizard’s choice is stunned-reeling and unable to think coherently or act-for a duration dependent on its current hit points. Of course, the wizard must be facing the creature, and the creature must be within the range of 5 yards per experience level of the caster. Creatures with 1 to 30 hit points are stunned for 4d4 rounds, those with 31 to 60 hit points are stunned for 2d4 rounds, those with 61 to 90 hit points are stunned for 1d4 rounds, and creatures with over 90 hit points are not affected. Note that if a creature is weakened so that its hit points are below its usual maximum, the current number of hit points is used.

Mordenkainen’s Magnificent Mansion

Range: 10 yards 
Components: V, S, M 
Duration: 1 hr/level 
Casting Time: 7 rounds
Area of Effect: 300 sq ft/level 
Saving Throw: None

By means of this spell, the wizard conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area see only a faint shimmering in the air, in a area 4 feet wide and 8 feet high. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of experience. there is a staff of near-transparent servants, liveried and obedient, to wait upon all who enter. The atmosphere is clean, fresh, and warm. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seem excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those resting have not eaten real food within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the DM. The material components of this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast. (It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster’s wishes.)

Monster Summoning V

Range: Special 
Components: V, S, M 
Duration: 6 rds + 1 rd/level 
Casting Time: 6
Area of Effect: 70 yard radius 
Saving Throw: None

This spell is much like the 3rd level monster summoning I spell, except that this spell summons 1d3 5th level monster. These appear within the spell’s area of effect and attack the caster’s opponents until either he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, and they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with the, and if they are physically capable, perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.

Limited Wish

Range: Unlimited 
Components: V 
Duration: Special 
Casting Time: Special
Area of Effect: Special 
Saving Throw: Special

The limited wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. the use of a limited wish will not substantially change major realities, nor will it bring wealth or experience merely by asking. The spell can, for example, restore some hit points (or all hit points for a limited duration) lost by the wizard. It can reduce opponent hit probabilities or damage, increase duration of some magical effect, cause a creature to be favorably disposed to the spellcaster, mimic a spell of 7th level or less, and so on (see the 9th level wish spell). Greedy desires usually end in disaster for the wisher. Casting time is based on the time spent preparing the wording for the spell (clever players decide what they want to say before using the spell). Normally, the casting time is one round (most of it being taken up by deciding what to say). Casting this spell ages the caster one year per 100 years of regular life span.