AD&D 2nd Edition

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Tag Archives: Divination


Locate Object

Sphere: Divination
Range: 60 yards +10 yd/level
Components: V, S, M
Duration: 8 hours
Casting Time: 1 turn
Area of Effect: 1 object
Saving Throw: None

This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range – e.g., 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the item sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom’s crown requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located bv this spell unless they are known by the caster. The spell is blocked by lead.

The casting requires the use of a piece of lodestone.

The reversal, obscure object, hides an object from location by spell, crvstal ball, or similar means for eight hours. The caster must touch the object being concealed.

Neither application of the spell affects living creatures.

Know Alignment

Sphere: Divination
Range: 10 yards
Components: V, S
Duration: 1 turn
Casting time: 1 round
Area of Effect: 1 creature or object
Saving Throw: Neg.

A know alignment spell enables the priest to exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the know alignment spell.

The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours.

Find Traps

Sphere: Divining
Range: 30 yards
Components: V, S
Duration: 3 turns
Casting Time: 5
Area of Effect: 10-foot path
Saving Throw: None

When a priest casts a find traps spell, all traps – concealed normally or magically – of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.

A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful and the harmful or undesirable result was specifically intended as such by the creator. Thus traps include alarms, glyphs, and similar spells or devices.

The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster’s divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during rain, a wall weakened by age, a naturally poisonous plant). If the DM is using specific glyphs or sigils to identify magical wards (see the glyph of warding spell), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.

Detect Charm

Sphere: Divining
Range: 30 yards
Components: V, S
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 1 creature/round
Saving Throw: None

When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. Up to 10 different creatures can be checked before the spell wanes. If the creature is under more than one such effect, only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine.

The reverse of the spell, undetectable charm, completely masks all charms on a single creature for 24 hours.

Augury

Sphere: Divining
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: Special
Saving Throw: None

The priest casting an augury spell seeks to divine whether an action in the immediate future (within one-half hour) will be for the benefit of, or harmful to, the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an augury spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indicationn of the probable outcome: “weal,” “woe,” or possibly a cryptic puzzle or rhyme: The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell, e.g., 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury.

For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 s.p. and a sheild +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight) the augury might be: “Great risk brings great reward.” If the troll is too strong for the party, the augury might be: “Woe and destruction await!” Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.

The material component for augury is a set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are not expended in casting).

Locate Animals or Plants

Sphere: Divination (Animal, Plant)
Range: 100 yards + 20 yd./level
Components: V, S, M
Duration: 1 round/ level
Casting Time: 1 round
Area of Effect: 20-foot-wide path 100 yards long + 20 yards long/level
Saving Throw: None

The caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell’s duration, the caster can face in only one direction; i.e., only a 20-foot-wide path can be known. The spell lasts one round per level of experience of the caster, while the length of the path is 100yards plus 20 yards per level of experience. (At the DM’s option, some casters may be able to locate only those animals [or plants] associated closely with their own mythos.)

The material component is the caster’s holy symbol.

While the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common=50%, uncommon=30%, rare=15%, and very rare=5%. Must herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM.

Detect Snares & Pits

Sphere: Divination
Range: 0
Components: V, S, M
Duration: 4 rounds level
Casting Time: 4
Area of Effect: 10-foot path, 40 feet long
Saving Throw: None

Upon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along a 10-foot-wide by 40-foot long path. Such hazards include simple pits, deadfalls, snares of wilderness creatures (e.g., trapdoor spiders, giant sundews, ant lions, etc. ), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.) . The spell is directional-the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it. The spell detects certain natural hazards-quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The spell does not detect magical traps (save those that operate by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically complex, nor does it detect snares or deadfalls that have been rendered safe or inactive.

The caster must have his holy symbol to complete the spell.

Detect Poison

Sphere: Divination
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round/ level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or a 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison.

The material component is a strip of specially blessed vellum, which turns black if poison is present.

Detect Magic

Range: 30 yards
Components: V, S, M
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 10-foot path
Saving Throw: None

When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60° arc per round. A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell.

The spell requires the use of the priest’s holy symbol.

Detect Evil

Sphere: All
Range: 120 yards
Components: V, S, M
Duration: 1 turn + 5 rounds/level
Casting Time: 1 round
Area of Effect: 10-foot path
Saving Throw: None

This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.

The degree of evil (faint, moderate, strong, overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus a priest of 1st experience level can cast a spell with a 15-round duration, at 2nd level he can cast a 20-round duration spell, etc. The spell has a path of detection 10 feet wide in the direction in which the priest is facing. The priest must concentrate – stop, have quiet, and intently seek to detect the aura – for at least one round to receive a reading.

The spell requires the use of the priest’s holy symbol as its material component, with the priest holding it before him.