AD&D 2nd Edition

Everything I have for Second Edition

Tag Archives: Material


Fly

Range: Touch
Components: V,S,M
Duration: 1 turn/level + 1d6 turns
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using they fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the “Aerial Combat” section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM. The material component of the fly spell is a wing feather of any bird.

Flame Arrow

Range: 30 yds + 10 yds/level
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell has two effects.

First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every 5 levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.

The second version of this spell enables the caster to hurl fiery bolts at opponents within rage. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.) Bolts must be used on creatures within 20 yards of each other and in front of the wizard.

The material components for this spell are a drop of oil and a small piece of flint.

Fireball

Range: 10 yds + 10 yds/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20 ft radius
Saving Throw: 1/2

A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it – 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet-thirty three 10 foot x 10 foot x 10 foot cubes).

Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected,, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.

The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation).

Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not). The material component of this spell is a tiny ball of bat guano and sulphur.

Clairvoyance

Range: Unlimited
Components: V, S, M
Duration: 1 rd/level
Casting Time: 3
Area of Effect: Line of sight
Saving Throw: None

Similar to the clairaudience spell, the clairvoyance spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known – familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10 foot radius from the center of the spell’s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has some indication that it is so blocked. The spell creature an invisible sensor, similar to that created by a crystal ball, that can be dispelled. The spell functions only on the wizard’s current plane of existence. The material component is a pinch of powdered pineal gland.

Clairaudience

Range: Unlimited
Components: V, S, M
Duration: 1 rd/level
Casting Time: 3
Area of Effect: 60 ft radius
Saving Throw: None

The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60 foot radius of that point. Distance is not a factor, but the locale must be known – a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball, that can be dispelled. The spell functions only on the wizard’s current plane of existence. The material component of the spell is a small horn of at least 100 gp value.

Web

Range: 5 yds/level
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2
Area of Effect: 8,000 cubic ft.
Saving Throw: Neg. or 1/2

A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to 2 or more solid and diametrically opposed points – floor and ceiling, opposite walls, etc. – or the web collapses upon itself and disappears. The web spell covers a maximum area of eight 10 foot x 10 foot x 10 foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty.

If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs. Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs). Strong and huge creatures can break through 10 feet of webs per round.

Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire – torch, flaming oil, flaming sword, etc. – can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed. The material component of this spell is a bit of spider web.

Tasha’s Uncontrollable Hideous Laughter

Range: 60 yds
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 1 or more creatures in a 30 ft. cube
Saving Throw: Neg.

The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or -2 to attack and damage rolls) for all remaining rounds of the spell. The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5-7 (low) save with -6 penalties. Those with Intelligences of 8-12 (average to very) save with -4 penalties. Those with Intelligences of 13-14 (high) save with -2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws. The caster can affect one creature for every 3 levels attained – for example, one at 3rd level, two at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other. The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand.

Summon Swarm

Range: 60 yds
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 10 ft. cube
Saving Throw: Neg.

The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the summon swarm spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per 3 levels of the caster each round. Note that spellcasting within the swarm is impossible.

Dice Roll      Swarm Type
01-40 Rats
41-70 Bats
71-80 Spiders
81-90 Centipedes/beetles
91-100 Flying insects

The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. A protection from evil spell keeps the swarm at bay, and certain area-effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a gust of wind). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in 2 rounds. The swarm is stationary once conjured. The material component is a square of red cloth.

Strength

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

Application of this spell increases the Strength of the character by a number of points-or tenths of points after 18 Strength is attained (only if the character is a warrior). Benefits of the strength spell last for the duration of the magic. the amount of added Strength depends upon the spell recipient’s group and is subject to all restrictions on Strength due to race and class. Multiclass characters use the best die.

Class          Strength Gain
Priest 1d6 points
Rogue 1d6 points
Warrior 1d8 points
Wizard 1d4 points

If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls. The material component of this spell is a few hairs, or a pinch of dung, from a particularly strong animal-ape, bear, ox, etc.

Stinking Cloud

Range: 30 yds
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 20 ft cube
Saving Throw: Special

When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4 +1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 mph) and is dispersed in one round by a stronger breeze. The material component of the spell is a rotten egg or several skunk cabbage leaves.