AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Evocation


Bigby’s Grasping Hand

Range: 10 yds/level
Components:
V, S, M
Duration:
1 rd/level
Casting Time:
5
Area of Effect:
Special
Saving Throw:
None

Bigby’s grasping hand is a superior version of the six level Bigby’s forceful hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand but appears in grassy creature doesn’t it by the caster, regardless of what the spellcaster does or how the opponent tries to escape it. The grasping hand can hold motionless a creature or object of up to 1,000 pounds weight, slow movement to 10 feet  per round if the creature weighs between 1,000 and 4,000 pounds, or slow movement by 50% if the creature ways up to 16,000 pounds. The hand itself inflicts no damage. The grasping hand has an armor class of 0, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can order it to release a trapped opponent or can dismiss it on command.

The material component is a leather glove.

Delayed Blast Fireball

Range: 100 yards + 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: 20 ft radius
Saving Throw: 1/2

This spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to 5 rounds later, according to the command given by the wizard. In other respects, the spell is the same as the 3rd level spell fireball.

Tenser’s Transformation

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

Tenser’s transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell, he undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, so he becomes a formidable fighting machine; the spell causes the caster to become a berserk fighter! The wizard’s hit points double, and all damage he sustains comes first from the magical points gained; once these points are eliminated, all subsequent damage (to his true hit points) is doubled. The Armor Class of the wizard is 4 better than that possessed prior to casting the spell (AC 10 goes to 6, AC 9 to 5, AC 8 to 4, etc.) to a maximum Armor Class of -10. All attacks are as a fighter of the same level as the wizard (i.e., the wizard uses the combat values normally reserved for fighters). The wizard can use either a dagger or a staff when attacking. A dagger can be used twice per round, and each successful attacks inflicts an additional 2 points of damage. A staff can be used only once per round, but with a +2 bonus to attack and damage rolls. The wizard fights in melee in preference to all other forms of attack, and continues attacking until all opponents are slain, he is killed, the magic is dispelled, or the spell duration expires. The material component for casting this spell is a potion of heroism (or superheroism) that the wizard must consume during the course of uttering the spell.

Otiluke’s Freezing Sphere

Range: Special
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: Special

Otiluke’s Freezing Sphere is a multipurpose spell of considerable power. If the caster opts, he may create any of the following: A) Frigid globe. A small globe of matter at absolute zero temperature that spreads upon contact with water, or a liquid that is principally water, freezing it to a depth of 6 inches over an area equal to 100 square feet per level of the spellcaster. This ice lasts for one round per level of the caster. The material component is a thin sheet of crystal about an inch square. B) Cold ray. The spell can be used as a thin ray of cold that springs from the caster’s hand to a distance of 10 yards per level of the wizard; this ray inflicts 1d4+2 points of damage per level of the caster upon the first creature struck. A saving throw vs. spell is applicable; all damage is negated if it is successful (as the ray is so narrow a save indicates it missed). If the first creature is missed, the path of the ray is plotted to its full distance, and anything else in its path must save (if applicable) or suffer appropriate damage. The material components is a white sapphire of not less than 1,000 gp value. C) Globe of cold. This creates a small globe about the size of a sling stone, cool to the touch, but not harmful. This globe can be hurled, either by hand to a distance of 40 yards (considered short range), or as a sling bullet. The globe shatters upon impact, inflicting 6d6 points of cold damage upon all creatures within a 10 foot radius (one-half damage if a saving throw vs. spell is successful). Use the Grenadelike Missile Table in the DUNGEON MASTER GUIDE to find where misses strike. note that if the globe is not thrown or slung within one round per level of the spellcaster, it shatters and causes cold damage as stated above. This timed effect can be employed against pursuers, although it can prove hazardous to the spellcaster and his associates as well. The material component is a 1,000 gp diamond.

Guards and Wards

Range: 0
Components: V, S, M
Duration: 1 hr/level
Casting Time: 3 turns
Area of Effect: Special
Saving Throw: None

This special and powerful spell is primarily used to defend the wizard’s stronghold. The ward protects a one-story stronghold, with a base dimension of 400 feet x 400 feet. The wizard can ward a multistory area by reducing the base area proportionately. The following take place in the warded area upon casting the spell:

  1. All corridors become misty; visibility is reduced to 10 feet.
  2. All doors are wizard locked.
  3. Stairs are filled with webs from top to bottom. These act as the 2nd level web spell, except that they regrow within one turn if destroyed.
  4. Where there are choices in direction-such as a cross or side passage-a minor confusion-type spell functions so as to make it 50% probable that intruders believe they are going in the exact opposite direction.
  5. The whole area radiates magic. The normal use of the detect magic spell becomes impossible for those of less than the caster’s level and difficult for others.
  6. One door per level of experience of the wizard is covered by an illusion to appear as if it were a plain wall.
  7. The wizard can place one of the following additional magical effects:
    1. Dancing lights in 4 corridors.
    2. A magic mouth in 2 places.
    3. A stinking cloud in 2 places.
    4. A gust of wind in one corridor or room.
    5. A suggestion in one place.

Note that items 6 and 7 function only when the wizard is totally familiar with the area of the spell’s effect. Dispel magic can remove one effect, at random, per casting. A remove curse spell will not work. The material components of the spell are burning incense, a small measure of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod.

Enchant an Item

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: 1 item
Saving Throw: Neg.

This is a spell that must be used by a wizard planning to create a magical item. The enchant an item spell prepares the object to accept the magic. The item must meet the following tests: l) it must be in sound and undamaged condition; 2) the item must be the finest possible, considering its nature, i.e., crafted of the highest quality material and with the finest workmanship; and 3) its cost or value must reflect the second test, and in most cases the item must have a raw-materials cost in excess of 100 gp. With respect to requirement 3, it is not possible to apply this test to items such as ropes, leather goods, cloth, and pottery not normally embroidered, bejeweled, tooled, carved, or engraved. If such work or materials can be added to an item without weakening or harming its normal functions, however, these are required for the item to be enchanted. The wizard must have access to a workshop or laboratory, properly equipped and from which contaminating magic can be screened. Any magical item not related to the fabrication process (such as most protective devices) and within 30 feet of the materials is a source of contaminating magic and will spoil the process. The item to be prepared must be touched by the spellcaster. This touching must be constant and continual during the casting time, which is a base 16 hours plus an additional 8d8 hours (as the wizard may never work more than 8 hours per day, and haste or any other spells will not alter the time required in any way, this effectively means that casting time for this spell is 2 days + 1d8 days). All work must be uninterrupted, and during rest periods the item being enchanted must never be more than 1 foot distant from the spellcaster; if it is, the whole spell is sp0oiled and must be begun again. (Note that during rest periods absolutely no other form of magic can be performed, and the wizard must remain quiet and in isolation or the enchantment is ruined). At the end of the spell, the caster will know that the item is ready for the final test. He will then pronounce the final magical syllable, and if the item makes a saving throw (which is exactly the same as that of the wizard) vs. spell, the spell is completed. The spellcaster’s saving throw bonuses also apply to the item, up to +3. A result of 1 on the 1d20 roll always results in failure, regardless of modifications. Once the spell is finished, the wizard can begin to place the desired spell upon the item. The spell he plans to place must be cast within 24 hours or the preparatory spell fades, and the item must be enchanted again. Each spell subsequently cast upon an object bearing an enchant an item spell requires 2d4 hours per spell level of the magic being cast. Again, during casting the item must be touched by the wizard, and during the rest periods it must always be within 1 foot of his person. This procedure holds true for any additional spells placed upon the item, and each successive spell must be begun within 24 hours of the last, even if the prior spell failed. No magic placed on an item is permanent unless a permanency spell is used as a finishing touch. This always runs a 5% risk of draining 1 point of Constitution from the wizard casting the spell. Also, while it is possible to tell when the basic spell (enchant an item) succeeds, it is not possible to tell if successive castings actually work, for each must make the same sort of saving throw as the item itself made. Naturally, an item that is charged-a rod, staff, wand, javelin of lightning, ring of wishes, etc.-can never be made permanent. Magical devices cannot be used to enchant an item or cast magic upon an object so prepared, but scrolls can be used for this purpose. The materials needed for this spell vary according to both the nature of the item being enchanted and the magic to be cast upon it. For example, a cloak of displacement might require the hides of one or more displace beasts, a sword meant to slay dragons could require the blood and some other part of the type(s) of dragon(s) it will be effective against, and a ring of shooting stars might require pieces of meteorites and the horn of ki-rin. These specifics, as well as other information pertaining to this spell, are decided by the DM and must be discovered or researched in play.

Death Fog

Range: 30 yards
Components: V, S, M
Duration: 1d4 rds + 1/level
Casting Time: 6
Area of Effect: Two 10 ft cubes/level
Saving Throw: None

The casting of a death fog spell creates an area of solid fog that has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will die-grass and similar small plants in two rounds, bushes and shrubs in four, small trees in eight, and large trees in 16 rounds. Animal life not immune to acid suffers damage according to the length of time it is exposed to the vapors of a death fog, as follows:

1st round: 1 point
2nd round: 2 points
3rd round: 4 points
4th and each succeeding round:      8 points

The death fog otherwise resembles the 2nd level fog cloud spell: rolling, billowing vapors that can be moved only by a very strong wind. Any creature attempting to move through the death fog progresses at a rate of 1 foot per unit of normal movement rate per round. A gust of wind spell cannot affect it, but a fireball, flame strike, or wall of fire can burn it away in a single round. The material components are a pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled vinegar or acid crystals), which must be obtained from an alchemist.

Contingency

Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: The caster
Saving Throw: None

By means of this spell, the wizard is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the contingency spell. The contingency spell and the spell it is to bring into effect are cast at the same time (the one-turn casting time indicated is the total for both castings). The spell to be brought into effect by the prescribed contingency must be one that affects the wizard’s person (feather fall, levitation, fly, feign death, etc.) and be of a spell level no higher than 1/3 of the caster’s experience level (rounded down), but not higher than the 6th spell level.

Caster Level     Contingency Spell Level
12-14 4th
15-17 5th
18+ 6th

Only one contingency spell can be placed on the spellcaster at any one time; if a second is cast, the first one (if still active) is canceled. The conditions needed to bring the spell into effect must be clear, although they can be rather general. For example, a contingency spell cast with an airy water spell might prescribe that any time the wizard is plunged into or otherwise engulfed in water or similar liquid, the airy water spell will instantly come into effect. Or a contingency could bring a feather fall spell into effect any time the wizard falls more than 2 feet. In all cases, the contingency immediately brings into effect the second spell, the latter being “cast” instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell complex (the contingency spell and the companion magic) may fail when called upon. The material components of this spell are (in addition to those of the companion spell) 100 gp worth of quicksilver and an eyelash of an ogre mage, ki-rin, or similar spell-using creature. In addition, the spell requires a statuette of the wizard carved from elephant ivory (which is not destroyed, though it is subject to wear and tear), which must be carried on the person of the spellcaster of the contingency spell to perform its function when called upon.

Chain Lightning

Range: 40 yds + 5 yds/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

This spell creates an electrical discharge that begins as a single stroke of lightning, 2 1/2 feet wide, commencing from the fingertips of the caster. Unlike a lightning bolt spell, chain lightning strikes one object or creature initially, then arcs to a series of other objects or creature within range, losing energy with each jump. The bolt initially inflicts 1d6 points of damage per level of the caster, to a maximum of 12d6 (half damage if the object or creature rolls a successful saving throw vs. spell). After the first strike, the lightning arcs to the next nearest object or creature. Each jump reduces the strength of the lightning by 1d6. Each creature or magical object hit receives a saving throw vs. spell. Success on this save indicates the creature suffers only half damage from the bolt. The chain can strike as many times (including the first object or creature) as the spellcaster has levels, although each creature or object can be struck only once. Thus, a bolt cast by a 12th level wizard can strike up to 12 times, causing less damage with each strike. The bolt continues to arc until it has struck the appropriate number of objects or creatures, until it strikes an object that grounds it (interconnecting iron bars of a large cell or cage, a large pool of liquid, etc.), or until there are no more objects or creatures to strike. Direction is not a consideration when plotting chain lightning arcs. Distance is a factor-an arc cannot exceed the spell’s range. If the only possible arc is greater than the spell’s range, the stroke fades into nothingness. Creatures immune to electrical attack can be struck, even though no damage is taken. Note that it is possible for the chain to arc back to the caster! The material components are a bit of fur, a piece of amber, glass, or crystal rod, and one silver pin for each experience level of the caster.

Bigby’s Forceful Hand

Range: 10 yards/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

Bigby’s forceful hand is a more powerful version of Bigby’s interposing hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that places itself between the spellcaster and a chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. However, the forceful hand also pushes on the opponent. This force can push away a creature weighing 500 pounds or less, slow movement to 10 feet per round if the creature weighs between 500 and 2,000 pounds, or slow movement by 50% if the creature weighs more than 2,000 pounds. A creature pushed away is pushed to the range limit, or until pressed against an unyielding surface. The hand itself inflicts no damage. The forceful hand has an Armor Class of 0, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can cause it to retreat (to release a trapped opponent, for example) or dismiss it on command.The material component is a glove.