AD&D 2nd Edition

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Tag Archives: Material


Wall of Fire

Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None

The wall of fire spell brings forth an immobile, blazing curtain or magical fire of shimmering color-violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20 foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high. The wall of fire must be cast so that it is vertical with respect to the caster.

One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage.

Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it. The material component of the spell is phosphorus.

Vacancy

Range: 10 yards/level
Components: V, S, M
Duration: 1 hour/level
Casting Time: 4
Area of Effect: 10 ft radius/level
Saving Throw: None

When a vacancy spell is cast, the wizard causes an area to appear to be vacant, neglected, and unused. Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical of a long-abandoned place. If they pass through the area of effect, they seem to leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place appears empty. Merely brushing an invisible object does not cause the vacancy spell to be disturbed: Only forceful contact grants a chance to note that all is not as it seems. If forceful contact with a cloaked object occurs, those creatures subject to the spell can penetrate the spell only if they discover several items that they cannot see; each being is then entitled to a saving throw vs. spell. Failure means they believe that the objects are invisible.

A dispel magic spell cancels this spell so that the true area is seen. A true seeing spell, a gem of seeing, and similar effects can penetrate the deception, but a detect invisibility spell cannot. This spell is a very powerful combination of invisibility and illusion, but it can cloak only nonliving things. Living things are not made invisible, but their presence does not otherwise disturb the spell. The wizard must have a square of the finest black silk to cast this spell. This material component must be worth at least 100 gp and is used up during spellcasting.

Stoneskin

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

When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake’s strike, etc. However, magical attacks from such spells as fireball, magic missle, lightning bolt, and so forth have their normal effects. The spell’s effects are not cumulative with multiple castings.

The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by 3 each round; 4 magic missles would count as 4 attacks in addition to inflicting their normal damage. The material components of the spell are granite and diamond dust sprinkled on the recipient’s skin.

Solid Fog

Range: 30 yards
Components: V, S, M
Duration: 2d4 rds + 1 rd/level
Casting Time: 4
Area of Effect: 20 x 10 x 10 ft volume/level of caster
Saving Throw: None

When this spell is cast, the wizard creates a billowing mass of misty vapors similar to a wall of fog spell. The caster can create less vapor if desired, as long as a rectangular or cubic mass at least 10 feet on a side is formed. The fog obscures all sight, normal and infravision, beyond 2 feet. However, unlike normal fog, only a very strong wind can move these vapors, and any creature attempting to move through the solid fog progresses at a movement rate of 1 foot per round. A gust of wind spell cannot affect it. A fireball, flame strike, or wall of fire can burn it away in a single round. The material components for the spell are a pinch of dried, powdered peas combined with powdered animal hoof.

Shout

Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10 x 30 ft cone
Saving Throw: Special

When a shout spell is cast, the wizard gives himself tremendous vocal powers. The caster can emit an ear-splitting noise that has a principal effect in a cone shape radiating from his mouth to a point 30 feet away. Any creature within this area is deafened for 2d6 rounds and suffers 2d6 points of damage. A successful saving throw vs. spell negates the deafness and reduces the damage by half. Any exposed brittle or crystal substance subject to sonic vibrations is shattered by a shout, while those brittle objects in the possession of a creature receive the creature’s saving throw.

Deafened creatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are 20% likely to miscast them. The shout spell cannot penetrate the 2nd-level priest spell, silence, 15′ radius. This spell can be employed only once per day; otherwise, the caster might permanently deafen himself. The material components for this spell are a drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn.

Rary’s Mnemonic Enhancer

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

By means of this spell, the wizard is able to memorize, or retain the memory of, three additional spell levels (three 1st level spells, or on 1st and one 2, or one 3rd level spell). The wizard has two options:

A) Memorize additional spells. This option is taken at the time the spell is cast. The additional spells must be memorized normally and any material components must be acquired.

B) Retain memory of any spell (within the level limits) cast the round prior to starting to cast this spell. The round after a spell is cast, the enhancer must be successfully cast. This restores the previously cast spell to memory. However, the caster still must acquire any needed material components.

The material components of the spell are a piece of string, an ivory plaque of at least 100 gp value, and ink consisting of squid secretion with either black dragon’s blood or giant slug digestive juice. These disappear when the spell is cast.

Rainbow Pattern

Range: 10 yards
Components: S, M
Duration: Special
Casting Time: 4
Area of Effect: 30 ft cube
Saving Throw: Neg.

By means of this spell, the wizard creates a glowing, rainbow-hued bank of interweaving patterns. Any creature caught in it ma become fascinated and gaze at it as long as the effect lasts. The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures – 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc. All creatures affected must be within the area of effect, and each is entitled to a saving throw vs. spell. An attack on an affected creature that causes damage frees it from the spell immediately. Creatures that are restrained and removed from the area still try to follow the pattern.

Once the rainbow pattern is cast, the wizard need only gesture in the direction he desires, and the pattern of colors moves slowly off in that direction, at the rate of 30 feet per round. It persists without further attention from the spellcaster for 1d3 rounds. All affected creatures follow the moving rainbow of light. If the pattern leads its subjects into a dangerous area (through flame, off a cliff, etc), allow a second saving throw. If the view of the lights is completely blocked (by an obscurement spell, for instance), the spell is negated. The wizard need not utter a sound, but he must gesture appropriately while holding a crystal prism and the material component, a piece of phosphor.

Polymorph Other

Range: 5 yds/level
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

The polymorph other spell is a powerful magic that completely alters the form and ability, and possibly the personality and mentality, of the recipient. Of course, while a creature with a lower Intelligence can be polymorphed in form into something with a higher Intelligence, it will not gain that creature’s mental ability. The reverse – polymorphing a higher Intelligence creature into one of significantly lower Intelligence – results in a creature much more intelligent than appearances would lead one to believe. The polymorphed creature must succeed on a system shock (see Table 3) roll to see if it survives the change. After this, it must make a special Intelligence check to see if it retains its personality (see following).

The polymorphed creature acquires the form and physical abilities of the creature it has been polymorphed into, while retaining its own mind. Form includes natural Armor Class (that due to skin toughness, but not due to quickness, magical nature, etc), physical movement abilities (walking, swimming, and flight with wings, but not plane shifting, blinking, teleporting, etc), and attack routines (claw/claw/bite, swoop, rake, and constriction, but not petrifaction, breath weapons, energy drain, etc). Hit points and saving throws do not change from the original form. Noncorporeal forms cannot be assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher level druids, etc) are affected for but one round, and can then resume their normal form.

If slain, the polymorphed creature reverts to its original form, though it remains dead. (Note that most creatures generally prefer their own form and will not willingly stand the risk of being subjected to this spell!) As class and level are not attributes of form, abilities derived from either cannot be gained by this spell, nor can exact ability scores be specified. When the polymorph occurs, the creature’s equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively).

The creature retains its mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. Creatures not used to a new form might be penalized at the DM’s option (for example, -2 to attack rolls) until they practice sufficiently to master it. When the physical change occurs, there is a base 100% chance that the subject’s personality and mentality change into that of the new form (i.e., a roll of 20 or less on 1d20). For each 1 point of Intelligence of the subject, subtract 1 from the base chance on 1d20. Additionally, for every Hit Die of difference between the original form and the form it is assuming, add or subtract 1 (depending on whether the polymorphed form has more Hit Dice [or levels] or fewer Hit Dice [or levels] than original, respectively).

The chance for assumption of the personality and mentality of the new form is checked daily until the change takes place. A subject acquiring the mentality of the new form has effectively become the creature whose form was assumed and comes under the control of the DM until recovered by a wish spell or similar magic. Once this final change takes place, the creature acquires the new form’s full range of magical and special abilities. For example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a white dragon with 6 Hit Dice, it is 85% (20 – 8 Intelligence + 5 level difference [6-1]=17 out of 20 = 85%) likely to actually become one in all respects, but in any case, it has the dragon’s physical and mental capabilities. If it does not assume the personality and mentality of a white dragon, it knows what it formerly knew as well.

The wizard can use a dispel magic spell to change the polymorphed creature back to its original form, and this requires a system shock roll. Those who have lost their individuality and are then converted back maintain the belief that they are actually the polymorphed creature and attempt to return to that form. Thus, the orc who comes to believe he is a white dragon, when converted back to his orc form, steadfastly maintains he is really a white dragon polymorphed into the shape of an orc. His companions will most likely consider him mad. The material component of this spell is a caterpillar cocoon.

Otiluke’s Resilient Sphere

Range: 20 yds
Components: V, S, M
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 1 ft diameter/level
Saving Throw: Neg.

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature – if it is small enough to fit within the diameter of the sphere and it fails to successfully save vs. spell. The resilient sphere contains its subject for the spell’s duration, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. These cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but all that occurs is a movement of the sphere. The globe can be physically moved either by people outside the globe or by the struggles of those within. The material components of the spell are a hemispherical piece of diamond (or similar hard, clear gem material) and a matching hemispherical piece of gum arabic.

Monster Summoning II

Range: Special
Components: V, S, M
Duration: 3 rds + 1 rd/level
Casting Time: 4
Area of Effect: 40 yd radius
Saving Throw: None

This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 1d6 2nd-level monsters. These appear anywhere 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 and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.