AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


Minor Globe of Invulnerability

Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 4
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-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical globe, and these pass from the caster of the globe to their subject without affecting the globe. Fourth and higher levels spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell.

The caster can leave and return to the globe without penalty. Note that spell effects are not actually disrupted by the globe unless cast directly through or into it: The caster would still see a mirror image created by a wizard outside the globe. If that wizard then entered the globe, the images would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing in the area of a light spell would still receive sufficient light for vision, even through that part of the light spell volume in the globe would not be luminous. The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.

Minor Creation

Range: Touch
Components: V, S, M
Duration: 1 hr/level
Casting Time: 1 turn
Area of Effect: 1 cubic ft/level
Saving Throw: None

This spell enables the wizard to create an item of nonliving, vegetable nature – soft goods, rope, wood, etc. The caster actually pulls wisps of material of the plane of Shadow from the air and weaves them into the desired item. The volume of the item created cannot exceed 1 cubic foot per level of the spellcaster. The item remains in existence for only as long as the spell’s duration. The spellcaster must have at least a tiny piece of matter of the same type of item he plans to create by means of the minor creation spell – a bit of twisted hemp to create rope, a splinter of wood to create a door, and so forth.

Massmorph

Range: 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 10 ft cube/level
Saving Throw: None

When this spell is cast upon willing creatures of man-size or smaller, up to 10 such creatures per level of the caster can be magically altered to appear as trees of any sort. Thus, a company of creatures can be made to appear as a copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed through and even touched by other creatures without revealing their true nature. Note, however, that blows to the creature-trees cause damage, and blood can be seen. Creatures to be massmorphed must be within the spell’s area of effect; unwilling creatures are not affected.

Affected creatures remain unmoving but aware, subject to normal sleep requirements, and able to see, hear, and fell for as long as the spell is in effect. The spell persists until the caster commands it to cease or until a dispel magic spell is cast upon the creatures. Creatures left in this state for extended periods are subject to insects, weather, disease, fire and other natural hazards. The material component of this spell is a handful of bark chips from the type of tree the creatures are to become.

Magic Mirror

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

By means of this spell, the wizard changes a normal mirror into a scrying device similar to a crystal ball. The details of the use of such a scrying device are found in the DMG (in Appendix 3: Magical Item Description, under the description for the crystal ball). The mirror used must be of finely wrought and highly polished silver and cost not less than 1,000 gp. This mirror is not harmed by casting the spell, but the other material components – the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc – are used up. The following spells can be cast through a magic mirror: comprehend languages, read magic, tongues, and infravision. The following spells have a 5% chance per level of the caster of operating correctly: detect magic, detect good or evil, and message. The base chances for the subject to detect any crystal ball-like spell are listed in the DMG (again, in Appendix 3: Magical Item Description, under the description for the crystal ball).

Leomund’s Secure Shelter

Range: 20 yards
Components:
V, S, M
Duration:
1d4+1 hrs + 1 hr/level
Casting Time:
4 turns
Area of Effect:
30 sq ft/level
Saving Throw:
None

This spell enables the wizard to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast – stone, timber, or (at worst) sod. The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace. While the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants.

The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants). The door, shutters, and even chimney are secure against intrusion, the former two being wizard locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell.

Lastly, an unseen servant is conjured to provide service to the spellcaster. The inside of the shelter contains rude furnishings as desired by the spellcaster – up to 8 bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk. The material components of this spell are a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and a small splinter of wood. These must be augmented by the components of the alarm and unseen servant spells if these benefits are to be included (string and silver wire and a small bell).

Illusionary Wall

Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: 1 x 10 x 10 ft
Saving Throw: None

This spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled. It appears absolutely real when viewed (even magically, as with the priest spell true seeing or its equivalent), but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, normal demihuman and magical detection abilities work normally, and touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear. The material component is a rare dust that costs at least 400 gp and requires 4 days to prepare.

Ice Storm

Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 20 or 40 ft radius
Saving Throw: None

This spell can have one of two effects, at the caster’s option: Either great hail stones pound down for one round in a 40 foot diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or driving sleet falls in an 80 foot diameter area for one round per caster level. The sleet blinds creatures within its area for the duration of the spell causes the ground in the area to be icy, slowing movement by 50% and making it 50% probable that a creature trying to move in the area slips and falls. The sleet also extinguishes torches and small fires. Note that this spell will negate a heat metal spell. The material components for this spell are a pinch of dust and a few drops of water.

Hallucinatory Terrain

Range: 20 yards/level
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 10 yards/level cube
Saving Throw: None

By means of this spell, the wizard causes an illusion that hides the actual terrain within the area of effect. Thus, open fields or a road can be made to look like a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. The hallucinatory terrain persists until a dispel magic spell is cast upon the area or until the duration expires. Individual creatures may see through the illusion, but the illusion persists, affecting others who observe the scene. Material components for this spell are a stone, a twig, and a bit of green plant.

Fumble

Range: 10 yards/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 4
Area of Effect: 30 ft cube
Saving Throw: Special

When a fumble spell is cast, the wizard creates an area in which all creatures suddenly become clumsy and awkward. Running creatures trip and fall, those reaching for an item drop it, those employing weapons likewise awkwardly drop them, etc. Recovery from a fall or picking up a fumbled object typically requires a successful saving throw and takes one round. Note that breakable items might suffer damage when dropped. A subject succeeding with his saving throw can act freely that round, but if he is in the area at the beginning of the next round, another saving throw is required. Alternatively, the spell can be cast at an individual creature. Failure to save means the creature is affected for the spell’s entire duration; success means the creature is slowed (see the 3rd-level slow spell). The material component of this spell is a dab of solidified milk fat.

Fire Trap

Range: Touch
Components: V, S, M
Duration: Until discharged
Casting Time: 1 turn
Area of Effect: Object touched
Saving Throw: 1/2

Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it (if such is attempted, the chance is 25% that the first spell fails, 25% that the second spell fails, or 50% that both spells fail). A knock spell does not affect a fire trap in any way – as soon as the offending party enters or touches the item, the trap discharges. Thieves and others have only half their normal chance to detect a fire trap (by noticing the characteristic markings required to cast the spell). They have only half their normal chance to remove the trap (failure detonates the trap immediately). An unsuccessful dispel does not detonate the spell.

The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the exact method usually involves a keyword). When the trap is discharged, there is an explosion of 5 foot radius from the spell’s center; all creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, or half this (round up) for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion. To place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter and touch the center of the effect. Attunement to another individual requires a hair or similar object from that person.