AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


Melf’s Minute Meteors

Range: 70 yds + 10 yds/level
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1 target/meteor
Saving Throw: None

This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a 1 foot diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenade-like missiles that inflict 1 point of damage to creatures within 3 feet. The spell can be cast in either of 2 ways:

A) The wizard discharges 5 meteors every round (see the “Multiple Attacks and Initiative” section in Chapter 9: Combat). Note that this carries over into at least the following round.

B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.

The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the caster. The components necessary for the casting of this spell are niter and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, and it can be reused.

Lightning

Range: 40 yds + 10 yds/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40 foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone.

The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length. For example: an 80 foot long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!). The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made). The material components of the spell are a bit of fur and an amber, crystal, or glass rod.

Leomund’s Tiny Hut

Range: 0
Components: V, S, M
Duration: 4 hrs + 1 hr/level
Casting Time: 3
Area of Effect: 15 ft – diameter sphere
Saving Throw: None

When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to 7 other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates. The temperature inside the hut is 70 degrees F., if the exterior temperature is between 0 and 100 degrees F. An exterior temperature below 0 or above 100 lowers or raises, respectively, the interior temperature on a 1 degree for 1 degree basis.

The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it. The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque for the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled. The material component for this spell is a small crystal bead that shatters when the spell duration expires or the hut is dispelled.

Invisibility, 10’ Radius

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 10-ft radius
Saving Throw: None

This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, buy any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility, 10’ radius spell is broken for all. The material components are the same as for invisibility.

Infravision

Range: Touch
Components: V, S, M
Duration: 2 hrs + 1 hr/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision. The material component of this spell is either a pinch of dried carrot or an agate.

Illusionary Script

Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting Time: Special
Area of Effect: Script reader
Saving Throw: Special

This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script. Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the illusionary script spell was cast. The suggestion cannot require more than 3 turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the true seeing spell and either the read magic or comprehend languages spell, as applicable. The material component is a lead-based ink that requires special manufacture by an alchemist, at a cost of not less than 300 gp per usage.

Hold Undead

Range: 60 feet
Components: V, S, M
Duration: 1d4 rds + 1 rd/level
Casting Time: 5
Area of Effect: 1d3 undead
Saving Throw: Neg.

When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster’s level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the 3 undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell. The material component for this spell is a pinch of sulphur and powdered garlic.

Hold Person

Range: 120 yds
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 1-4 persons, 20 ft cube,
Saving Throw: Neg.

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for 5 or more rounds. The hold person spell affects any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.

The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at 3 or 4 people, each gets an unmodified saving throw. If only 2 people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom.

Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held. Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc. The spellcaster needs a small, straight piece of iron as the material component of this spell.

Haste

Range: 60 yds
Components: V, S, M
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40 ft cube, 1 creature/level
Saving Throw: None

When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. The number of creatures that can be affected is equal to the caster’s experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic. The material component is a shaving of licorice root.

Gust of Wind

Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: 10 ft x 10 yds/level
Saving Throw: None

When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of the gust of wind (about 30 mph) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames – such as those of lanterns – to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such light. It also fans large fires outward 1d6 feet in the direction of the wind’s movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized being to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th level wizard causes a gust of wind that travels 80 yards). The material component of the spell is a legume seed.