AD&D 2nd Edition

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Tag Archives: Material


Wind Walk

This spell enables the priest, and possibly one or two other persons, to alter the substance of his body to a cloud-like vapor. A magical wind then wafts the priest along at a movement rate of 60, or as slow as 6, as the spellcaster wills. The wind walk spell lasts as long as the priest desires, up to a maximum duration of six turns (one hour) per experience level of the caster. For every 8 levels of experience the priest has attained, up to 24, he is able to touch another person and carry that person, or those persons, along on the wind walk. Persons wind walking are not invisible, but rather appear misty and translucent. If fully clothed in white, they a re 80% likely to be mistaken for clouds, fog, vapors, etc. The priest can regain his physical form as desired , each change to and from vaporous form requiring five rounds. While in vaporous form, the priest and companions are hit only by magic or magical weaponry, though they may be subject to high winds at the DM’s discretion. No spellcasting is possible in vaporous form.

The material components of this spell are fire and holy water.

Transmute Metal to Wood

Sphere: Elemental (Earth)
Range: 80 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 metal object
Saving Throw: Special

The transmute metal to wood spell enables the caster to change an object from metal to wood. The volume of metal cannot exceed a maximum weight of 10 pounds per experience level of the priest. Magical objects made of metal are 90% resistant to the spell, and those on the person of a creature receive the creature’s saving throw as well. Artifacts and relics cannot be transmuted. Note that only a wish spell or similar magic can restore a transmuted object to its metallic state. Otherwise, for example, a metal door changed to wood would be forevermore a wooden door.

Symbol

Sphere: Guardian
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Neg.

The priest casting this spell inscribes a glowing symbol in the air or upon any surface, according to his desire. Any creature looking at the completed symbol within 60 feet must roll a successful saving throw vs. Spell or suffer the effect. The symbol glows for one turn for each experience level of the caster. The particular symbol used is selected by the caster at the time of casting. The caster will not be affected by his own symbol. One of the following effects is chosen by the caster:

Hopelessness: Creatures seeing it must turn back in dejection or surrender to capture or attack unless they roll successful saving throws vs. spell . Its effects last for 3d4 turns.

Pain: Creatures affected suffer -4 penalties to their attack rolls and -2 penalties to their Dexterity ability scores due to wracking pains. The effects last for 2d10 turns.

Persuasion: Creatures seeing the symbol become of the same alignment as and friendly to the priest who scribed the symbol for 1d20 turns unless a saving throw vs. spell is successful.

The material components of this spell are mercury and phosphorus (see 8th-level wizard spell, symbol).

Sunray

Sphere: Sun
Range: 10 yards/level
Components: V, S, M
Duration: 1 + 1d4 rounds
Casting Time: 4
Area of Effect: 5-foot-radius sphere (plus special)
Saving Throw: Special

With this spell, the caster can evoke a dazzling beam of light each round in which no action other than movement is performed. The sunray is like a ray of natural sunlight . All creatures in the 10-foot-diameter area of effect must roll successful saving throws vs. spell or be blinded for 1d3 rounds, those using infraviskon at the time for 2d4 rounds. Creatures to whom sunlight is harmful or unnatural suffer permanent blindness if the saving throw is failed, and are blinded for 2d6 rounds if the saving throw is successful. Those within its area of effect, as well as creatures within 20 feet of its perimeter, lose any infravision capabilities for 1d4 +1 rounds.

Undead caught within the sunray’s area of effect receive 8d6 points of damage, one-half if a saving throw vs. spell is successful. Those undead 20 feet to either side of the sun ray’s area of effect receive 3d6 points of damage, no damage if a save is successful. In addition, the ray may result in the total destruction of those undead specifically affected by sunlight, if their saving throws are failed. The ultraviolet light generated by the spell inflicts damage on fungoid creatures and subterranean fungi just as if they were undead, but no saving throw is allowed.

The material components are an aster seed and a piece of aventurine feldspar (sunstone).

Succor

Sphere: Summoning
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 day
Area of Effect: Special
Saving Throw: None

By casting this spell, the priest creates a powerful magic in some specially prepared object – a string of prayer beads, a small clay tablet, an ivory baton, etc. This object radiates magic, for it contains the power to instantaneously transport its possessor to the sanctuary of the priest who created its magic. Once the item is enchanted, the priest must give it willingly to an individual, at the same time informing him of a command word to be spoken when the item is to be used. To make use of the item, the recipient must speak the command word at the same time that he rends or breaks the item. When this is done, the individual and all that he is wearing and carrying (up to the maximum encumbrance limit for the character) are instantly transported to the sanctuary of the priest, just as if the individual were capable of speaking a word of recall spell. No other creatures can be affected.

The reversed application of the spell causes the priest to be transported to the immediate vicinity of the possessor of the item when it is broken and the command word said. The priest has a general idea of the location and situation of the item’s possessor, and can choose not to be affected by this summons. This decision is made at the instant when the transportation is to take place, but if he chooses not to go, then the opportunity is gone forever and the spell is wasted.

The cost of preparing the special item (for either version of the spell) varies from 2,000 to 5,000 gp. The more costly items can transport the subject from one plane of existence to another, if the DM allows. Note that the same factors that can prevent the operation of the plane shift and teleport spells can also prevent the use of this spell.

Resurrection

Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Creature touched
Saving Throw: None

The priest employing this spell is able to restore life and complete strength to any living creature, including elves, he bestows the resurrection spell upon. The creature can have been dead up to 10 years per level of the priest casting the spell. Thus a 19th-level priest can resurrect the bones of a creature dead up to 190 years. The creature, upon surviving a resurrection survival check, is immediately restored to full hit points and can perform strenuous activity. The spell cannot bring back a creature that has reached its allotted life span (i.e., died of natural causes). Casting this spell makes it impossible for the priest to cast further spells or engage in combat until he has had one day of bed rest for each experience level or Hit Die of the creature brought back to life. The caster ages three years upon casting this spell.

The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. A wish spell or equivalent is required for recovery. Destruction requires a touch, either in combat or otherwise, and does not age the caster. In addition, the victim is allowed a saving throw (with a -4 penalty). If the save is successful, the victim receives 8d6 points of damage instead.

The material components of the spell are the priest’s religious symbol and holy water (unholy water for the reverse spell). The DM may reduce the chances of successful resurrection if little of the creature’s remains are available.

Regenerate

Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3 rounds
Area of Effect: Creature touched
Saving Throw: None

When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, and organs grow back. The process of regeneration requires but one round if the severed member(s) is (are) present and touching the creature, 2d4 turns otherwise. The creature must be living to receive the benefits of this spell. If the severed member is not present, or if the injury is older than one day per caster level, the recipient must roll a successful system shock check to survive the spell.

The reverse, wither, causes the member or organ touched to shrivel and cease functioning in one round, dropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur.

The material components of this spell are a prayer device and holy water (or unholy water for the reverse).

Exaction

Sphere: Charm, Summoning
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

When this spell is employed, the priest confronts some powerful creature from another plane (including devas and other powerful minions, for instance, but not demigods or deities of any sort) and requires of it some duty or quest. A creature of an alignment opposed to the priest (e.g., evil if the priest is good, chaotic if the priest is lawful) cannot be ordered around unless it is willing. Note that an absolute (true) neutral creature is effectively opposed to both good and evil, and both law and chaos.

The spellcaster must know something about the creature to exact service from it, or else he must offer some fair trade in return for the service. That is, if the priest is aware that the creature has received some favor from someone of the priest’s alignment, then the exaction spell can name this as cause; if no balancing reason for service is known, then some valuable gift or service must be pledged in return for the exaction. The service exacted must be reasonable with respect to the past or promised favor or reward, and with the being’s effort and risk. The spell then acts, subject to a magic resistance roll, as a quest upon the being that is to perform the required service. Immediately upon completion of the service, the being is transported to the vicinity of the priest, and the priest must then and there return the promised reward, whether it is irrevocable cancellation of a past debt or the giving of some service or other material reward. After this is done, the creature is instantly freed to return to its own plane.

The DM adjudicates when an equitable arrangement has been reached. If the caster requests too much, the creature is free to depart or to attack the priest (as if the agreement were breached) according to its nature. If circumstances leave the situation unbalanced (for example, the creature dies while achieving a result that was not worth the creature dying), then this might create a debt owed by the caster to the creature’s surviving kith and kin, making the caster vulnerable to a future exaction from that quarter. Agreeing to a future exaction or release in the event of catastrophic failure or death are common caster pledges in securing an exaction.

Failure to fulfill the promise to the letter results in the priest being subject to exaction by the subject creature or by its master, liege, etc., at the very least. At worst, the creature may attack the reneging priest without fear of any of his spells affecting it, for the priest’s failure to live up to the bargain gives the creature total immunity from the priest’s spell powers.

The material components of this spell are the priest’s holy symbol, some matter or substance from the plane of the creature from whom an exaction is expected, and knowledge of the creature’s nature or actions that is written out on a parchment that is burned to seal the pledge.

Earthquake

Sphere: Elemental (Earth)
Range: 120 yards
Components: V, S, M
Duration: 1 round
Casting Time: 1 turn
Area of Effect: 5-foot diameter/level
Saving Throw: None

When this spell is cast by a priest, a local tremor of fairly high strength rips the ground. The shock is over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake spell is circular, with a diameter of five feet for every experience level of the priest casting it. Thus a 20th-level priest casts an earthquake spell with a 100-foot-diameter area of effect.

Solidly built structures with foundations reaching down to bedrock sustain one-half damage; one-quarter damage if they score above 50% on a saving throw. An earth elemental opposed to the caster in the area of effect can negate 10% to 100% (roll 1d10, 0 = 100%) of the effect. Other magical protections and wards allowed by the DM may also reduce or negate this effect. If cast undersea, this spell may, at the discretion of the DM, create a tsunami or tidal wave.

The material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay.

Earthquake Effects:
TERRAIN
                     Cave or cavern Collapses roof
  Cliffs Crumble, causing landslide
  Ground Cracks open, causing the following fractions of creatures to fall in and die:
– Size S: 1 in 4
– Size M: 1 in 6
– Size L: 1 in 8
  Marsh Drains water off to form muddy, rough ground.
  Tunnel Caves in
VEGETATION
  Small growth No effect
  Trees 1 in 3 are uprooted and fall
STRUCTURES
  All structures Sustain 5d12 points of structural damage; those suffering full damage are thrown down in rubble.
CREATURES
  See “TERRAIN” entry  

Control Weather

Sphere: Weather
Range: 0
Components: V, S, M
Duration: 4d12 hours
Casting Time: 1 turn
Area of Effect: 4d4 square miles
Saving Throw: None

The control weather spell enables a priest to change the weather in the local area. The spell affects the weather for 4d12 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the effects of the spell to be felt. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three
Components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart:

The upper-case headings represent existing weather conditions. The lower-case headings below each upper-case heading a the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is dear warm, and with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible – fog and strong wind, for example. Multiple control weather spells can be used only in succession.

The material components for this spell are the priest’s religious symbol, incense, and prayer beads or similar prayer object. Obviously, this spell functions only in areas where there are appropriate climatic conditions.

If Weather is a major sphere for the priest (as it is for druids), duration and area are doubled, and the caster can change the prevailing weather by two places (e.g., he can cause precipitation to go from partly cloudy to heavy sleet, temperature to go from cool to arctic, and wind to go from calm to strong).

Precipitation Tempurature Wind
CLEAR WEATHER
– Very clear
– Light clouds or hazy
HOT
– Sweltering heat    
– Warm
CALM
– Dead calm
– Light wind
– Moderate wind
PARTLY CLOUDY
– Clear weather
– Cloudy
– Mist/Light rain/small hail
– Sleet/Light snow
WARM
– Hot
– Cool
MODERATE WIND
– Calm
– Strong wind
CLOUDY
– Partly cloudy
– Deep clouds
– Fog
– Heavy rain/large hail
– Driving sleet/heavy snow   
COOL
– Warm
– Cold
STRONG WIND
– Moderate wind
– Gale
  COLD
– Cool
– Arctic cold
GALE
– Strong wind
– Storm
    STORM
– Gale
– Hurricane-typhoon