AD&D 2nd Edition

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Tag Archives: Divination


Stone Tell

Sphere: Elemental (Earth), Divination
Range: Touch
Components: V, S, M
Duration: 1 turn
Casting Time: 1 turn
Area of Effect: 1 cubic yard of stone
Saving Throw: None

When the priest casts a stone tell spell upon an area, the very stones speak and relate to the caster who or what has touched them as well as telling what is covered, concealed, or simply behind them. The stones relate complete descriptions, if asked. Note that a stone’s perspective, perception, and knowledge may hinder this divination; such details, if any, are decided by the DM.

The material components for this spell are a drop of mercury and a bit of clay.

Find the Path

Sphere: Divination
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3 rounds
Area of Effect: Creature touched
Saving Throw: None

The recipient of this spell can find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale. The locale can be outdoors or under ground, a trap, or even a maze spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to “a forest where a green dragon lives” or to the location of “a hoard of platinum pieces.” The location must be in the same plane as the caster.

The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow (or physical actions to take – for example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph). The spell ends when the destination is reached or when one turn for each caster level has elapsed. The spell frees the subject, and those with him, from a maze spell in a single round, and will continue to do so as long as the spell lasts.

Note that this divination is keyed to the caster, not his companions, and that, like the find traps spell, it does not predict or allow for the actions of creatures.

The spell requires a set of divination counters of the sort favored by the priest – bones, ivory counters, sticks, carved runes, or whatever.

The reverse spell, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell, although it can be led, of course.

True Seeing

Sphere: Divination
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None

When the priest employs this spell, he confers upon the recipient the ability to see all things as they actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted things are apparent. Even the aura projected by creatures becomes visible, so that alignment can be discerned. Furthermore, the recipient can focus his vision to see into the Ethereal plane or the bordering areas of adjacent planes. The range of vision conferred is 120 feet. True seeing, however, does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. Furthermore, the spell effects cannot be further enhanced with known magic.

The spell requires an ointment for the eyes that is made from very rare mushroom powder, saffron, and fat and costs no less than 300 gp per use.

The reverse, false seeing, causes the person to see things as they are not: rich is poor, rough is smooth, beautiful is ugly. The ointment for the reverse spell is concocted of oil, poppy dust, and pink orchid essence.

For both spells, the ointment must be aged for 1d6 months.

Magic Font

Sphere: Divination
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: None

The spell causes a holy water font to serve as a scrying device. The spell does not function unless the priest is in good standing with his deity. The basin of holy water becomes similar to a crystal ball. For each vial of capacity of the basin, the priest may scry for one round, up to a maximum of one hour; thus, the duration of the magic font spell is directly related to the size of the holy water receptacle. The DM will know the chances of a character being able to detect scrying.

The priest’s holy symbol and the font and its trappings are not consumed by the spell.

Commune With Nature

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

This spell enables the caster to become one with nature in the area, thus being empowered with knowledge of the surrounding territory. For each level of experience of the caster, he can “know” one fact: the ground ahead, left or right; the plants ahead, left or right; the minerals ahead, left or right; the water courses/bodies of water ahead, left or right, the people dwelling ahead, left or right; the general animal population, left or right; the presence of woodland creatures ahead, left or right; etc. The presence of powerful unnatural creatures can also be detected, as can the general state of the natural setting. The spell is most effective in outdoor settings, operating in a radius of one-half mile for each level of the caster. In natural underground settings – caves, caverns, etc. – the range is limited to 10 yards per caster level. In constructed settings (dungeons and towns), the spell will not function. The DM may limit the casting of this pell to once per month.

Commune

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

By use of a commune spell, the priest is able to contact his divinity – or agents thereof – and request information in the form of questions that can be answered by a simple “yes” or “no.” The priest is allowed one such question for every experience level he has attained. The answers given are correct within the limits of the entity’s knowledge (“I don’t know” is a legitimate answer, as powerful outer planar beings are not necessarily omniscient). Optionally, the DM may give a single short answer of five words or less. The spell will, at best, provide information to aid character decisions. Entities communed with structure their answers to further their own purposes. It is probable that the DM will limit the use of commune spells to one per adventure, one per week, or even one per month, for the greater powers dislike frequent interruptions. Likewise, if the caster lags, discusses the answers, or goes off to do anything else, the spell immediately ends.

The material components necessary to a commune spell are the priest’s religious symbol, holy (unholy) water, and incense. If a particularly potent commune is needed, a sacrifice proportionate with the difficulty of obtaining the information is required, and if the offering is insufficient, only partial or no information is gained.

Reflecting Pool

Sphere: Divination
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 2 hours
Area of Effect: Special
Saving Throw: None

This spell enables the caster to cause a pool of norma) water found in a natural setting to act as a scrying device. The pool can be of no greater diameter than two feet per level of the caster. The effect is to create a scrying device similar to a crystal ball. The scrying can extend only to those planes of existence that are coexistent with or border on the Prime Material plane – the inner planes (including the para-elemental planes, plane of Shadow, etc.). General notes on scrying, detection by the subject and penalties for attempting to scry beyond the caster’ own plane are given in the DMG, as well as a description of the crystal ball item.

The following spells can be cast through a reflecting pool, with a 5% per level chance for operating correctly: detect magic, detect snares and pits, detect poison. Each additional detection attempt requires a round of con cent ration, regardless of success. Infravision, if available, operates normally through the reflecting pool.

The image is nearly always hazy enough to prevent the reading of script of any type.

The material component is the oil extracted from such nuts as the hickory and the walnut, refined, and dropped in three measure upon the surface of the pool. (A measure need be no more than a single ounce of oil.)

At the OM’s option, the casting of this spell may be limited to once per day.

Divination

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

A divination spell is used to garner a useful piece of advice concerning a specific goal, event. or activity that will occur within a one-week period. This can be as simple as a short phrase. or it might take the form of a cryptic rhyme or omen. Unlike the augury spelL this gives a specific piece of advice. For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 gp and a shield +1 lurks near the entrance to the level (the DM estimates the party could beat the troll after a hard fight) the divination response might be: “Ready oil and open flame light your way to wealth.” In all cases, the DM controls what information is received and whether additional divinations will supply additional information. Note that if the information is not acted upon, the conditions probably change so that the information is no longer useful (in the example, the troll might move away and take the treasure with it).

The base chance for a correct divination is 60%, plus 1% for each experience level of the priest casting the spell. The DM makes adjustments to this base chance considering the actions being divined (if, for example, unusual precautions against the spell have been taken). If the dice roll is failed, the caster knows the spell failed, unless specific magic yielding false information is at work.

The material components of the divination spell are a sacrificial offering, incense, and the holy symbol of the priest. If an unusually important divination is attempted, sacrifice of particularly valuable gems, jewelry, or magical items may be required.

Detect Lie

Sphere: Divination
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Neg.

A priest who casts this spell is immediately able to determine if the subject creature deliberately and knowingly speaks a lie. It does not reveal the truth, uncover unintentional inaccuracies, or necessaryily reveal evasions. The subject receives a saving throw vs. spell, which is adjusted only by the Wisdom of the caster – e.g., if the caster has a Wisdom of 18, the subject’s saving throw roll is reduced by 4 (see Table 5).

The material component for the detect lie spell is one gp worth of gold dust.

The spell’s reverse, undetectable lie, prevents the magical detection of lies spoken by the creature for 24 hours.

The reverse requires brass dust as its material component.

Speak With Dead

Sphere: Divination
Range: 1
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: Special

Upon casting a speak with dead spell, the priest is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life.

A dead creature of different alignment or of higher level or Hit Dice than the caster’s level receives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM’s option, the casting of this spell on a given creature might be restricted to once per week.

The priest needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended. This spell does not function under water.

Caster’s Level of Experience    Maximum Length of Time Dead    Time Questioned    Number of Questions
up to 7th 1 week 1 round 2
7th-8th 1 month 3 rounds 3
9th-12th 1 year 1 turn 4
13th-15th 10 years 2 turns 5
16th-20th 100 years 3 turns 6
21st and up 1,000 years 1 hour 7