AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


Otiluke’s Freezing Sphere

Range: Special
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: Special

Otiluke’s Freezing Sphere is a multipurpose spell of considerable power. If the caster opts, he may create any of the following: A) Frigid globe. A small globe of matter at absolute zero temperature that spreads upon contact with water, or a liquid that is principally water, freezing it to a depth of 6 inches over an area equal to 100 square feet per level of the spellcaster. This ice lasts for one round per level of the caster. The material component is a thin sheet of crystal about an inch square. B) Cold ray. The spell can be used as a thin ray of cold that springs from the caster’s hand to a distance of 10 yards per level of the wizard; this ray inflicts 1d4+2 points of damage per level of the caster upon the first creature struck. A saving throw vs. spell is applicable; all damage is negated if it is successful (as the ray is so narrow a save indicates it missed). If the first creature is missed, the path of the ray is plotted to its full distance, and anything else in its path must save (if applicable) or suffer appropriate damage. The material components is a white sapphire of not less than 1,000 gp value. C) Globe of cold. This creates a small globe about the size of a sling stone, cool to the touch, but not harmful. This globe can be hurled, either by hand to a distance of 40 yards (considered short range), or as a sling bullet. The globe shatters upon impact, inflicting 6d6 points of cold damage upon all creatures within a 10 foot radius (one-half damage if a saving throw vs. spell is successful). Use the Grenadelike Missile Table in the DUNGEON MASTER GUIDE to find where misses strike. note that if the globe is not thrown or slung within one round per level of the spellcaster, it shatters and causes cold damage as stated above. This timed effect can be employed against pursuers, although it can prove hazardous to the spellcaster and his associates as well. The material component is a 1,000 gp diamond.

Move Earth

Range: 10 yds/level
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None

When cast, the move earth spell moves dirt (clay, loam, sand) and its other components. Thus, embankments can be collapsed, hillocks moved, dunes shifted, etc. However, in no event can rock prominences be collapsed or moved. The area to be affect dictates the casting time; for every 40 yard x 40 yard surface area and 10 feet of depth, one turn of casting time is required. The maximum area that can be affected is 240 yards x 240 yards, which takes four hours. If terrain features are to be moved-as compared to simply caving in banks or walls of earth-it is necessary that an earth elemental by subsequently summoned to assist. All spell casting or summoning must be completed before any effects occur. As any summoned earth elemental will perform most of its work underground, it is unlikely that it will be intercepted or interrupted. Should this occur, however, the movement of the earth requiring its services must be stopped until the elemental is once again available. Should the elemental be slain or dismissed, the move earth spell is limited to collapsing banks or walls of earth. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures; its primary use is for digging or filling moats or for adjusting terrain contours before a battle. The material components for this spell are a mixture of soils (clay, loam, sand) in a small bag and an iron blade. Note: This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, etc. are relatively unaffected, save for changes in elevation and relative topography.

Monster Summoning IV

Range: Special
Components: V, S, M
Duration: 5 rds + 1 rd/level
Casting Time: 6
Area of Effect: 60 yd radius
Saving Throw: None

This spell is much like the 3rd level spell monster summoning I, except that this spell summons 1d3 4th level monster. These appear within the spell’s area of effect and attack the caster’s opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with the, and if the are physically capable, perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.

Mirage Arcana

Range: 10 yards/level
Components: V, S (M optional)
Duration: Special
Casting Time: Special
Area of Effect: 10 ft/level radius
Saving Throw: None

The magic of this spell is similar to that of the vacancy spell, only more powerful and elaborate. The spell enables the caster to make an area appear to be something other than it is-a setting he has personally seen. The spell remains as long as the caster maintains a minimal concentration upon it. Even after this, the spell persists for a total of one hour plus one additional turn for each experience level of the caster. (Note: Minimal concentration can be maintained during normal conversation but not while spellcasting, in melee, or if harmed by an attack.) If the caster actually uses a small bit of anything connected with the place to create this spell, it takes on a quasi reality. In its basic form, forceful contact is necessary to have any hope of discovering the magic, short of a detection device or spell. In its more complex form, where a material component is used, detection is possible only by some magical means, whether device, item, or spell. Either form of mirage arcana is subject to the dispel magic spell. As with all powerful illusions, the mind of the believer urges appropriate effects upon the view’s body. Under the influence of the spell, the viewer could possibly walk across a bed of hot coals thinking it was a shallow stream of water that was cooling his feet (And thus suffer no damage), dine upon imaginary food and actually be satisfied, or rest comfortably upon a bed of sharp stones, thinking it a featherbed. Gravity is not affected by the spell, however, so an envisioned bridge spanning a deep chasm does not support the believer. Those who witness the event see it as a sudden disappearance of the individual. They do not connect it with an illusion unless they are otherwise aware of some magic at work.

Mass Suggestion

Range: 30 yards
Components: V, M
Duration: 4 turns + 4 turns/level
Casting Time: 6
Area of Effect: 1 creature/level
Saving Throw: Neg.

The mass suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the suggestion spell. Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30 yard range. Undead are not subject to this spell. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a -4 penalty. Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM’s discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. The material components of this spell are a snake’s tongue and either a bit of honeycomb or a drop of sweet oil.

Lower Water

Range: 80 yards
Components: V, S, M
Duration: 5 rds/level
Casting Time: 1 turn
Area of Effect: 10 ft/level square
Saving Throw: None

The wizard casting a lower water spell causes water or similar fluid in the area of effect to sink away. The water can be lowered up to 2 feet for every experience level of the wizard, to a minimum depth of 1 inch. the water is lowered within a square area whose sides are 10 feet long per caster level. Thus, a 12th level wizard affects a volume of 24 feet x 120 feet x 120 feet, a 13th level caster a volume of 26 feet x 130 feet x 130 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creatures a whirlpool that sweeps ships and similar craft downward, movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: The creature moves at half speed and makes half the number of attacks each round. It has no effect on other creatures. The material component of this spell is a small vial of dust. Its reverse, raise water, causes water or similar fluids to return to their highest natural level: spring flood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep away bridges, at the DM’s option. It negates lower water and vice versa. The material component of the raise water spell is a small vial of water.

Legend Lore

Range: 0
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None

The legend lore spell is used to determine legendary information regarding a known person, place, or thing. If the person or thing is at hand, or if the wizard is in the place in question, the likelihood of the spell producing results is far greater and the casting time is only 1d4 turns. If only detailed information on the person, place, or thing is known, casting time is 1d10 days. If only rumors are known, casting time is 2d6 weeks. During the casting, the wizard cannot engage in activities other than the routine: eating, sleeping, etc. When completed, the divination reveals if legendary material is available. It often reveals where this material is-by place name, thyme, or riddle. It sometimes gives certain information regarding the person, place, or thing (when the object of the legend lore is at hand), but this data is always in some cryptic form (rhyme, riddle, anagram, cipher, sign, etc). Naturally, a legend lore spell reveals information only if the person, place, or thing is noteworthy or legendary. For example, suppose Delsenora came across an extremely well-made sword. It radiates magic, but when she used an identify spell, she could not learn any information. Even giving it to a trusted fighter didn’t work, as the sword did not reveal any special powers. Finally, she casts a legend lore spell, hoping to gain more information. Since the sword is at hand, she completes the spell in 3 turns. In her mind comes the message, “once this was the sword of he who waits till Albion’s time of greatest peril, when unto his hand it shall fly again. Fair was the hand that gave me and fair was the hand that reclaimed me.” Clearly, Delsenora realizes, this must be a very powerful item, since her spell gave only a cryptic answer. But who is he who waits? And where is Albion? For more information, Delsenora is going to have to cast more spells. But now the process will take much longer, since she has only the vaguest of clues to follow. The legend lore spell is cast with incense and strips of ivory formed into a rectangle, but some item of value to the caster must be sacrificed in addition-a potion, magical scroll, magical item, etc.

Invisible Stalker

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

This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit Dice monster obeys and serves the spellcaster in performing whatever tasks are set before it. It is a faultless tracker within one day of the quarry’s passing. The invisible stalker follows instructions even if they send him hundreds or thousands of miles away and, once given an order, follows through unceasingly until the task is accomplished. However, the creature is bound to serve; it does not do so from loyalty or desire. Therefore, it resents prolonged missions or complex tasks, and it attempts to pervert instructions accordingly. Invisible stalkers understand common speech but speak no language save their own. The material components of this spell are burning incense and a piece of horn carved into a crescent shape.

Guards and Wards

Range: 0
Components: V, S, M
Duration: 1 hr/level
Casting Time: 3 turns
Area of Effect: Special
Saving Throw: None

This special and powerful spell is primarily used to defend the wizard’s stronghold. The ward protects a one-story stronghold, with a base dimension of 400 feet x 400 feet. The wizard can ward a multistory area by reducing the base area proportionately. The following take place in the warded area upon casting the spell:

  1. All corridors become misty; visibility is reduced to 10 feet.
  2. All doors are wizard locked.
  3. Stairs are filled with webs from top to bottom. These act as the 2nd level web spell, except that they regrow within one turn if destroyed.
  4. Where there are choices in direction-such as a cross or side passage-a minor confusion-type spell functions so as to make it 50% probable that intruders believe they are going in the exact opposite direction.
  5. The whole area radiates magic. The normal use of the detect magic spell becomes impossible for those of less than the caster’s level and difficult for others.
  6. One door per level of experience of the wizard is covered by an illusion to appear as if it were a plain wall.
  7. The wizard can place one of the following additional magical effects:
    1. Dancing lights in 4 corridors.
    2. A magic mouth in 2 places.
    3. A stinking cloud in 2 places.
    4. A gust of wind in one corridor or room.
    5. A suggestion in one place.

Note that items 6 and 7 function only when the wizard is totally familiar with the area of the spell’s effect. Dispel magic can remove one effect, at random, per casting. A remove curse spell will not work. The material components of the spell are burning incense, a small measure of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod.

Globe of Invulnerability

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 1 rd
Area of Effect: 5 ft radius
Saving Throw: None

This spell creates an immobile, faintly shimmering, magical sphere around the caster that prevents any 1st, 2nd, 3rd, or 4th level spell effects from penetrating. Thus, the area of effect of any such spell does not include the area of the globe of invulnerability. This includes innate spell-like abilities and effects from devices. However, any type of spell can be cast out of the magical sphere; spells pass from the caster of the globe to the subject without effect on the globe. Fifth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell. The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.