AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


True Seeing

Range: Touch
Components: V, S, M
Duration: 1 rd/level
Casting Time: 1 round
Area of Effect: Line of sight, max. 60 ft
Saving Throw: None

When the wizard employs this spell, he confers upon the recipient the ability to see all things as they actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted objects are apparent. (The real form appears translucently superimposed on the apparent form: A gold dragon polymorphed to human form would appear human with a ghostly dragon looming over the human form.) Unlike the clerical version of this spell, the recipient cannot determine alignment. The recipient can focus his vision to see into the Ethereal Plane or the bordering areas of adjacent planes. The range of vision conferred is 60 feet. True seeing does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. Furthermore, the spell effects cannot be enhanced with magic. The spell requires an ointment for the eyes that is made form a very rare mushroom powder, saffron, and fat. It costs no less than 300 gp per use and must be aged for 1d6 months.

Transmute Water to Dust

Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 10 ft cube/level
Saving Throw: None (special)

When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect is doubled, while if wet mud is being transmuted, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly soaks the latter, turning the dust into silty mud (if a sufficient quantity of water exists to do so), otherwise soaking or dampening the dust accordingly. Only liquid actually in the area of effect at the moment of spellcasting is affected. Liquids that are only partially water are affected only insofar as the actual water content is concerned; however, potions containing water are rendered useless. Living creatures are unaffected, except for those native to the Elemental Plane of Water. Such creatures receive saving throws vs. spell. Failure inflicts 1d6 points of damage per caster level upon the subject, while success means the creature receives half damage. Only one such creature can be affected by any single casting of this spell, regardless of the creature’s size or the size of the spell’s area of effect. The reverse of the spell is simply a very high-powered create water spell that requires a pinch of normal dust as an additional material component. For either usage of the spell, other components required are diamond dust of at least 500 gp value and a bit of seashell.

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.

Stone to Flesh

Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

The stone to flesh spell turns any sort of stone into flesh. If the recipient stone object was formerly living, this spell restores life ( and goods), although the survival of the creature is subject to the usual system shock survival roll. Any formerly living creature, regardless of size, can be thus returned to flesh. Ordinary stone can be turned to flesh in a volume of 9 cubic feet per level of experience of the spellcaster. Such flesh is inert, lacking a vital life force, unless a life force or magical energy is available (for example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a body). If cast upon stone, the wizard can create a cylinder of fleshy material from 1 to 3 feet in diameter and up to 10 feet long, allowing a passage to be made. The material components are a pinch of earth and a drop of blood. The reverse, flesh to stone, turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a saving throw vs. spell to avoid the effect. If a statue created by this spell is subjected to breakage or weathering, the being (if ever returned to his original, fleshy state) will have similar damage, deformities, etc. The DM may allow such damage to be repaired by various high level clerical spells, such as regenerate. The material components of the spell are lime, water, and earth.

Repulsion

Range: 0
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 6
Area of Effect: 10 ft/level x 10 ft
Saving Throw: None

When this spell is cast, the wizard is able to cause all creatures in the path of the area of effect to move directly away from his person. Repulsion occurs at the speed of the creature attempting to move toward the spellcaster. The repelled creature continues to move away for a complete round even if this takes it beyond spell range. The caster can designate a new direction each round, but use of this power counts as the caster’s principal action in the round. The caster can, of course, choose to do something else instead of using the repulsion attack. The material component for this spell is a pair of small magnetized iron bars attached to two small canine statuettes, one ivory and one ebony.

Reincarnation

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

With this spell, the wizard can bring back to life a person who died no more than one day per level of experience of the wizard before the casting of the spell. The essence of the dead person is transferred to another body, possibly one very different from his former body. Reincarnation does not require any saving throw, system shock, or resurrection survival roll. The corpse is touched, and a new incarnation of the person will appear in the area in 1d6 turns. The person reincarnated recalls the majority of his former life and form, but the character class, if any, of the new incarnation might be different indeed. The new incarnation is determine3d on the following table. If a player character race is indicated, the character must be created.

D100 Roll      Incarnation
01-05 Bugbear
06-11 Dwarf
12-18 Elf
19-23 Gnoll
24-28 Gnome
29-33 Goblin
34-40 Half-elf
41-47 Halfling
48-54 Half-orc
55-59 Hobgoblin
60-73 Human
74-79 Kobold
80-85 Orc
86-90 Ogre
91-95 Ogre mage
96-00 Troll

Note: Very good or very evil persons will not be reincarnated as creatures whose general alignment is the opposite. The material components of the spell are a small drum and a drop of blood.

Project Image

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

By means of this spell, the wizard creates a nonmaterial duplicate of himself, projecting it to any spot within spell range. This image performs actions decided by the wizard-walking, speaking, spellcasting-conforming to the actual actions of the wizard unless he concentrates on making it act differently (in which case the wizard is limited to half movement and no attacks). The image can be dispelled only by means of a successful dispel magic spell (or upon command from the spellcaster); attacks pass harmlessly through it. The image must be within vie3w of the wizard projecting it at all times, and if his sight is obstructed, the spell is broken. Note that if the wizard is invisible at the time the spell is cast, the image is also invisible until the caster’s invisibility ends, though the wizard must still be able to see the image (by means of a detect invisibility spell or other method) to maintain the spell. If the wizard uses dimension door, teleport, plane shift, or a similar spell that breaks his line of vision, the project image spell ends. The material component of this spell is a small replica (doll) of the wizard.

Programmed Illusion

Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: 20 ft cube + 10 ft cube/level
Saving Throw: Special

This spell creates a spectral force spell that activates upon command or when a specific condition occurs. The illusion has visual, auditory, olfactory, and thermal elements. It can be of any object, creature, or force, as long as it remains within the boundaries of the spell’s area of effect. The occurrence that begins the illusion can be as general or as specific and detailed as desired, such as the following: “Begin only when a venerable female human carrying a sack of groat clusters sits crosslegged within one foot of this spot”. Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 12th level wizard can command the programmed illusion to occur at a maximum encounter range of 60 yards. A programmed illusion cannot distinguish invisible creatures, nor alignment, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The spell lasts until the illusion occurs; thus, the spell duration is variable. The illusion will last for a maximum of one round per level of the spellcaster. Creatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, see it for what it is and add +4 bonuses to associates’ saving throws, if this knowledge can be communicated effectively. Creatures not sensing the spell effect are immune until they become aware of it. The illusion is subject to a dispel magic spell. The material component of the spell is a bit of fleece.

Permanent Illusion

Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: 20 ft cube + 10 ft cube/level
Saving Throw: Special

When this spell is cast, the wizard creates an illusion with visual, auditory, olfactory, and thermal elements. The spell can create the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. It affects all creatures that view the illusion, even to the extent of them suffering damage from falling into an illusory pit full of sharp spikes. Creatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, they see it for what it is and add +4 bonuses to associates’ saving throws, if this knowledge can be communicated effectively. Creatures not sensing the spell effect are immune until they become aware of it. The permanent illusion is subject to a dispel magic spell, of course. The material component of the spell is a bit of fleece.

Part Water

Range: 10 yards/level
Components: V, S, M
Duration: 5 rounds/level
Casting Time: 1 turn
Area of Effect: 20 ft x 3 ft/level x 30 ft/level
Saving Throw: None

By employing a part water spell, the wizard is able to cause water or similar liquid to move apart, thus forming a 20 foot wide trough. The depth and length of the trough are dependent upon the level of the wizard, and a trough 3 feet deep by 10 yards long is created per level. For example, at 12th level the wizard would part water 326 feet deep by 20 feet wide by 120 yards long. The trough remains as long as the spell lasts or until the wizard who cast it opts to end its effects. If cast under water, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a water elemental or other water-based creature, the creature receives 4d8 damage and must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds. The material components for the spell are two small sheets of crystal or glass.