AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Illusion/Phantasm


Hallucinatory Terrain

Range: 20 yards/level
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 10 yards/level cube
Saving Throw: None

By means of this spell, the wizard causes an illusion that hides the actual terrain within the area of effect. Thus, open fields or a road can be made to look like a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. The hallucinatory terrain persists until a dispel magic spell is cast upon the area or until the duration expires. Individual creatures may see through the illusion, but the illusion persists, affecting others who observe the scene. Material components for this spell are a stone, a twig, and a bit of green plant.

Fear

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 60 ft cone, 30 ft diameter at end, 5 ft at base
Saving Throw: Neg.

When a fear spell is cast, the wizard sends forth an invisible cone of terror that causes creatures within its area of effect to turn away from the caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell; the base chance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at 10th level there is only a 15% chance, and at 13th level no chance, of dropping items. Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the spellcaster. Undead and creatures that successfully roll their saving throws vs. spell are not affected. The material component of this spell is either the heart of a hen or a white feather.

Wraithform

Range: 0
Components: S, M
Duration: 2 rds/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a -4 penalty to recognize the spell. The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful dispel magic spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word. The material components for the spell are a bit of gauze and a wisp of smoke.

Spectral Force

Range: 60 yds + 1 yd/level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 40 ft cube + 10 ft cube/level
Saving Throw: Special

The spectral force spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the improved phantasmal force spell. The spell lasts for 3 rounds after concentration ceases.

Phantom Steed

Range: Touch
Components: V, S
Duration: 1 hr/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48.

It has what seems to be a saddle and a bit and bridle. It can bear its rider’s weight, plus up to 10 pounds per caster level. These mounts gain certain powers according to the level of the wizard who created them:

8th level: The ability to pass over sandy, muddy, or even swampy ground without difficulty.
10th level: The ability to pass over water as if it were firm, dry ground.
12th level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.
14th level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command.

Note that a mount’s abilities include those of lower levels; thus, a 12th level mount has the 8th, 10th, and 12th level abilities.

Invisibility, 10’ Radius

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 10-ft radius
Saving Throw: None

This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, buy any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility, 10’ radius spell is broken for all. The material components are the same as for invisibility.

Illusionary Script

Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: Special
Area of Effect: Script reader
Saving Throw: Special

This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script. Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the illusionary script spell was cast. The suggestion cannot require more than 3 turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the true seeing spell and either the read magic or comprehend languages spell, as applicable. The material component is a lead-based ink that requires special manufacture by an alchemist, at a cost of not less than 300 gp per usage.

Whispering Wind

Range: 1 mi/level
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: 2 ft radius
Saving Throw: None

By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

The wizard can prepare the spell to bear a message up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind.

Misdirection

Range: 30 yds
Components: V, S
Duration: 8 hours
Casting Time: 2
Area of Effect: 1 creature or object
Saving Throw: None

By means of this spell, the wizard misdirects the information from a detection spell (detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares & pits, etc.). while the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to detect evil or detect lie. The wizard directs the spell effect upon the object of the detection spell. If the caster of the detection-spell fails his saving throw vs. spell, the misdirection takes place.

Mirror Image

Range: 0
Components: V, S
Duration: 3 rds/level
Casting Time: 2
Area of Effect: 6 ft radius
Saving Throw: None

When a mirror image spell is invoked, the spellcaster causes from 2 to 8 exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of 8 images. At the end of the spell duration, all surviving images wink out.