AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Divination


Clairaudience

Range: Unlimited
Components: V, S, M
Duration: 1 rd/level
Casting Time: 3
Area of Effect: 60 ft radius
Saving Throw: None

The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60 foot radius of that point. Distance is not a factor, but the locale must be known – a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball, that can be dispelled. The spell functions only on the wizard’s current plane of existence. The material component of the spell is a small horn of at least 100 gp value.

Locate Object

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 20 yds/level
Saving Throw: None

This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range (i.e., 60 yards for 3rfd level wizards, 80 years for 4th, 100 yards for 5th, etc). The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. Creatures cannot be found by this spell. The material component is a forked twig. The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for 8 hours. Creatures cannot be affected by this spell. The material component is a chameleon skin.

Know Alignment

Range: 10 yds
Components: V, S
Duration: 1 rd/level
Casting Time: 1 round
Area of Effect: 1 creature or object per 2 rds
Saving Throw: Neg.

A know alignment spell enables the wizard to 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 2 full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the know alignment spell. The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours – even from a know alignment spell.

ESP

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 5 yds/level(90 yds maximum)
Saving Throw: None

When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range – except for those of undead and creatures without minds (as we know them). The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil. The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP dies not always reveal what sort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM’s ruling. The creature’s Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought. The material component of this spell is a copper piece.

Detect Invisibility

Range: 0
Components: V, S, M
Duration: 5 rds/level
Casting Time: 2
Area of Effect: 10 yds/level
Saving Throw: None

When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (for example, thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is a path 10 feet wide along the wizard’s line of sight to the range limit. The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.

Detect Evil

Range: 0
Components: V, S
Duration: 5 rds/level
Casting Time: 2
Area of Effect: 10 x 180 ft
Saving Throw: None

This spell discovers emanations of evil (or of good in the cast of the reverse spell) from any creature, object, or area. Character alignment is not revealed under most circumstances: Characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as 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 enables them to continue existing,. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper dies not. The degree of evil (faint, moderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of this spell. The spell has a path of detection 10 feet wide and 60 yards long in the direction in which the wizard is facing. The wizard must concentrate – stop, have quite, and intently seek to detect the aura – for at least one round to receive a reading.

Read Magic

By means of a read magic spell, the wizard is able to read magical inscription on objects – books, scrolls, weapons, and the like – that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round. The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.

Identify

When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The 8 hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of the handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw. The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing).

Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of 5 different items, 5 different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.

The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% – 100% of the total possible charges), strong (61% – 80%), moderate (41% – 60%), weak (6% – 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of 3 wishes always appears to be only faintly charged.

After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per 3 hours for an unconscious character).

The material components of this spell are a pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM’s option, certain properties of an artifact or relic might also be learned.

Detect Undead

This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of the effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The material component of this spell is a bit of earth from a grave.

Detect Magic

When the detect magic spell is cast, the wizard detects magical radiation in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% change per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60 degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or string local magical emanations may confuse or conceal weaker radiation. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.