AD&D 2nd Edition

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Tag Archives: Illusion/Phantasm


Phantasmal Force

This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creature (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent – unless the spellcaster causes the illusion to react appropriately – or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage).

Saving throws for illusions are explained under “illusions” in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7). The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under “adjudication illusions” at the beginning of Appendix 2. The material component of the spell is a bit of fleece.

Nystul’s Magical Aura

By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc) and this effectively masks the item’s actual aura, if any, unless the item’s own aura is exceptionally powerful (if it is an artifact, for instance). If the object bearing Nystul’s magical aura is examined using an identify spell, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is. The component for this spell is a small square of silk, which must be passed over the object that receives the aura.

Change Self

This spell enables the wizard to alter the appearance of his form – including clothing and equipment – to appear 1 ft shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 rounds plus 2 additional rounds per level of experience of the spellcaster. The DM may allow a saving throw for disbelief under certain circumstances; for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e. touch) properties of the caster or his equipment, and the ruse can be discovered in this way.

Cantrip

Cantrips are minor spells studied by wizards during their apprenticeship, regardless of school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, cannot affect the concentration of another spellcaster, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and cannot be used as tools of any sort. Lastly, a cantrip lacks the power to duplicate any other spell effects. Whatever manifestation the cantrip takes, it remains in effect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten dreary lives. Common tricks with cantrips include tinklings of ethereal music, brightening faded flowers, glowing balls that float of the caster’s hand, puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell, it’s a tool to make housekeeping and entertaining simpler of the wizard.

Audible Glamer

When the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the audible glamer at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of 8 men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as 8 men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men. A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster’s direction. Note that this spell can enhance the effectiveness of the phantasmal force spell. The material component of the spell is a bit of wool or a small lump of wax.