AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


Animal Friendship

Sphere: Animal
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 1 animal
Saving throw: Neg.

By means of this spell, the caster is able to show any animal of animal intelligence to semi-intelligence (i.e., intelligence 1–4) that he desires friendship. If the animal does not roll a successful saving throw versus spell immediately when the spell is begun, it stands quietly while the pastor finishes the spell. Thereafter, it follows the caster about. The spell functions only if the customer actually wishes to be the animals friend. If the caster has ulterior motives, the animal always senses them (e.g., the caster intends to eat the animal, send it ahead to set off traps, etc.).

The caster can teach the befriended animal three specific tricks or tasks for each point of intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly.

The caster can use this spell to attract up to 2 hit dice of animals per experience level he possesses. This is also the maximum total hit dice of the animals that can be attracted and trained at one time: no more than twice the casters experience level. Only unaligned the animals can be attracted, befriended, and trained.

The material components of this spell are the caster’s holy symbol and a piece of food the animal likes.

Bless

Sphere: All
Range: 60 yards
Components: V, S, M
Duration: 6 rounds
Casting Time: 1 round
Area of Effect: 50-foot cube
Saving throw: None

Upon uttering the bless spell the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell’s effect; those entering the area after the casting is completed are not).

A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to 1 pound per caster level and the effect lasts until the item is used or the spell duration ends.

Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.

This spell can be reversed by the priest to a curse spell upon enemy creatures that lowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water.

Temporal Stasis

Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the wizard places the recipient creature into a state of suspended animation. This cessation of time means that the creature does not grow older. Its body functions virtually cease. This state persists until the magic is removed by a dispel magic spell or the reverse of the spell (temporal reinstatement) is uttered. Note that the reverse requi8res only a single word and no somatic or material components. The material component of a temporal stasis spell is a powder composed of diamond, emerald, ruby, and sapphire dust, with each crushed stone worth at least 100 gp.

Succor

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 to 4 days
Area of Effect: 1 individual
Saving Throw: None

By casting this spell, the wizard creates a powerful magic in some specially prepared object-a statuette, a jeweled rod, a gem, etc. This object radiates magic, for it contains the power to instantaneously transport its possessor to the abode of the wizard who created it. Once the item is enchanted, the wizard 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 are instantly transported to the abode of the wizard. No other creatures can be affected. The reversed application of the spell transports the wizard to the immediate vicinity of the possessor of the enchanted item, when it is broken and the command word spoken. The wizard will have a general idea of the location and situation of the item possessor, but has no choice whether or not to go (making this a rare casting indeed!) The material components used include gemstones totaling not less than 5,000 gp value (whether they are faceted gems or not is immaterial). The components can be enchanted only once per month (usually on a night of a clear, full moon). At that time, the object is set for the type of succor and its final destination (either the location of the spellcasting of an area well known to the wizard).

Shape Change

Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

With this spell, a wizard is able to assume the form of any living thing or creature below demigod status (greater or lesser deity, singular dragon type, or the like). The spellcaster becomes the creature he wishes, and has all of its abilities save those dependent upon Intelligence, innate magical abilities, and magic resistance, for the mind of the creature is that of the spellcaster. Thus, he can change into a griffon and fly away, then to an efreet and fly through a roaring flame, then to a titan to lift up a wagon, etc. These creatures have whatever hit points the wizard had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred. For example, a wizard is in combat and assumes the form of a will o’wisp. Then this form is no longer useful, the wizard changes into a stone golem and walks away. When pursued, the golem-shape is changed to that of a flea, which hides on a horse until it can hop off and become a bush. If detected as the latter, the wizard can become a dragon, an ant, or just about anything he is familiar with. A wizard adopting another form also adopts its vulnerabilities. For example, a wizard who becomes a spectre is powerless in daylight, and is subject to being turned, controlled or destroyed by opposing clerics. Unlike similar spells, a wizard who is killed in another form does not revert to his original shape, which may disallow certain types of revivification. The material component is a jade circlet worth no less than 5,000 gp, which shatters at the end of the spell’s duration. In the meantime, the circles is left in the wake of the shape change, and premature shattering ends the spell immediately.

Monster Summoning VII

Range: Special
Components: V, S, M
Duration: 8 rds + 1 rd/level
Casting Time: 9
Area of Effect: 90 yd radius
Saving Throw: None

This spell is much like the 3rd level spell monster summoning I, except that this spell summons one or two 7th level monsters that appear one round after the spell is cast, or one 8th level monster that appears two rounds after the spell is cast.

Foresight

Range: 0
Components: V, S, M
Duration: 2d4 rds + 1 rd/level
Casting Time: 1 rd
Area of Effect: Special
Saving Throw: None

This spell grants the caster a powerful 6th sense in relation to himself or another. Although cast upon himself, the wizard can specify that he or another is the beneficiary of the spell. Once the spell is cast, the wizard receives instantaneous warnings of impending danger or harm to the object of the spell. Thus, if he were the object of the spell, the wizard would be warned in advance if a thief were about to attempt to backstab him, or if a creature were about to leap out from an unexpected direction, or if an attacker were specifically targeting him with a spell or missile weapon. When the warnings are about him personally, the wizard cannot be surprised and always knows the direction from which any attack on him is made. In addition, the spell gives the wizard a general idea of what action he might take to best protect himself-duck, jump right, close his eyes, etc-and give him a defensive bonus of 2 to his Armor Class. When another person is the object of the spell, the wizard receives warnings about that person. He must still communicate this to the other person to negate any surprise. Shouting a warning, yanking the person back, and even telepathically communicating through a crystal ball can all be accomplished before the trap is sprung, if the wizard does not hesitate. However, the object of the spell does not gain the defensive bonus to his Armor Class. The material component for this spell is a hummingbird’s feather.

Energy Drain

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

By casting this spell, the wizard opens a channel between the plane he is in the Negative Energy plane, becoming the conductor between the two planes. As soon as he touches (equal to a hit if melee is involved) any living creature, the victim loses two levels (as if struck by a spectre). A monster loses 2 Hit Dice permanently, both for hit points and attack ability. A character loses levels, Hit Dice, hit points, and abilities permanently (until regained through adventuring, if applicable).

Bigby’s Crushing Hand

Range: 5 yds/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

The Bigby’s crushing hand spell creates a huge, disembodied hand similar to those of the other Bigby’s hand spells. The crushing hand is under the mental control of the caster, and he can cause it to grasp and squeeze an opponent. No attack roll is necessary; the hand automatically grasps and inflicts constriction damage in any round in which the wizard concentrates. The damage inflicted depends on the number of rounds it acts upon the victim:

1st round 1d10 points
2nd & 3rd rounds    2d10 points
4th & beyond 4d10 points

The crushing hand has an Armor class of 0, has as many hit points as its caster at full strength, and vanishes when destroyed. The hand is susceptible to normal combat attacks and damaging spells, but if it is struck by an area-effect spell, the person held suffers the same fate as the hand (i.e., if the hand fails its saving throw, the victim automatically fails his). The hand is not effective against noncorporeal or gaseous forms, but it does prevent creatures that are able to slip through small cracks from escaping. If the hand grasps an item or construction, the appropriate saving throw must be made as if squeezed by a Strength of 25. The material components of the spell are a glove of snake skin and the shell of an egg.

Trap the Soul

Range: 10 yards
Components: V, S, M
Duration: Permanent until broken
Casting Time: Special +1
Area of Effect: 1 creature
Saving Throw: Special

This spell forces the creature’s life force (and its material body) into a special prison gem enchanted by the spellcaster. The creature must be seen by the caster when the final word is uttered. The spell can be triggered in one of two ways. First, the final word of the spell can be spoken when the creature is within spell range. This allows magic resistance (if any) and a saving throw vs. spell to avoid the effect. If the creature’s real name is spoken as well, any magic resistance is ignored and the saving throw vs. spell suffers a penalty of -2. If the saving throw is successful, the prison gem shatters. The second method is far more insidious, for it tricks the victim into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s true name and the trigger word must be inscribed on the trigger item when the gem is enchanted. A sympathy spell can also be placed on the trigger item. As soon as the subject creature picks up or accepts the trigger item, its life force is automatically transferred to the gem, without the benefit of magic resistance or saving throw. The gem prison will hold the trapped entity indefinitely, or until the gem is broken and the life force is released, allowing the material body to reform. If the trapped creature is a powerful creature from another plane (which could mean a character trapped by an inhabitant of another plane when the character is not on the Prime Material Plane), it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken. Before the actual casting of the trap the soul spell, the wizard must prepare the prison, a gem of at least 1,000 gp value for every Hit Die or level of experience possessed by the creature to be trapped (for example, it required a gem of 10,000 gp value to trap a 10 Hit Die or 10th level creature). If the gem is not valuable enough, it shatters when the entrapment is attempted. (Note that while characters have no concept of level as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as characters advance.) Creating the prison gem requires an enchant an item spell and the placement of a maze spell into the gem, thereby forming the prison to contain the life force.